BBTag/Carmine: Difference between revisions

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===Playstyle===
===Playstyle===
Carmine is a powerful setplay-type character who can lay down a variety of moves that control various amounts of space on the screen, and can easily convert it into a nasty amount of combo damage. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to lay carefully-placed Dissolves and powerful footsies. However, the biggest thing to look out for with Carmine is that many of his Dissolve-creating moves all use up HP, and that there are gaps between a number of his powerful lockdown tools that prevent them from being abused safely for free blockstring pressure. Timing and manipulation is key to playing Carmine properly.
Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.
 
===Strengths/Weaknesses===
===Strengths/Weaknesses===
{|  
{|  
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*Good space control thanks to his great normals, his specials and his dissolves.
*Good space control thanks to his great normals, his specials and his dissolves.
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.
*Can set a maximum of 4 dissolves in this game, which is higher than his limit of 2 dissolves in UNI.
*Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.
*Certain commands will recover some of his lost health.
*Certain commands will recover some of his lost health.
*Has an unblockable setup which becomes confirmable with a delayed assist.
*Has an unblockable setup which becomes confirmable with a delayed assist.
| style="width: 50%;"|
| style="width: 50%;"|
*His special moves are at the the cost of using his own health, though they won't kill him if his life is at 1.  
*His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1.  
*Gaps in between his moves such as the time the hitboxes are active can easily leave him open to deft users of reversals or counter-mashing during his offense, so his frame traps must have more thought put into them.
*While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.
*Tying into the above, reckless usage of moves can easily leave him punished if not set up properly.
*Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.  
*His old Force Function, "Makure!" (Twist!/Twist up!) isn't in this game, meaning you can't move already set dissolves for better positioning.
|-
|-
|}
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* Carmine's old 5B.
* Carmine's old 5B.
* Jump cancellable on hit and block
* Jump cancellable on hit and block
* Throw cancellable


A very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.
A very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.
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  |description=
  |description=
* Carmine's old 5BB.
* Carmine's old 5BB.
* Throw cancellable


Combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.
Combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.
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  |startup=12 |active= |recovery= |frameAdv=-15
  |startup=12 |active= |recovery= |frameAdv=-15
  |description=
  |description=
* Carmine's original super command grab, "Give Me That!". Not a grab in this game.
* Carmine's original super command grab, "Give Me That!", which now is blockable despite it still working as a grab.
* Heals the greater of 500 HP or 33% of his missing red health. Heals 500 HP or 16% of his missing red health if he's already healed from the same combo.
* Heals the greater of 500 HP or 33% of his missing red health. Heals 500 HP or 16% of his missing red health if he's already healed from the same combo.
* Side swaps on hit.
* Side swaps on hit.
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  |description=
  |description=
* Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner.
* Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner.
* Important points go here


Fast projectile that leaves a dissolve immediately upon hitting, allowing you to cancel it with 214X or 236X for combos and pressure.
Fast projectile that leaves a dissolve immediately upon hitting, allowing you to cancel it with 214X or 236X for combos and pressure.
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====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Carmine_5C.png |caption=
|image=BBTag_Carmine_5C.png |caption= I'm gonna do this on wake up and they won't see it coming
|name=5C
|name=5C
|data=
|data=
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  |description=
  |description=
* Carmine's old 2B.
* Carmine's old 2B.
* Throw cancellable


low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. Jump cancellable on block.
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. Jump cancellable on block.
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* Carmine's 3B.
* Carmine's 3B.


Anti air button and combo extender if you feel they are too high up. Has upper body invul.  
Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul.  
}}
}}
}}
}}
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* Uses up all dissolve pools with no HP cost.
* Uses up all dissolve pools with no HP cost.
* Carmine's j.6B followup in midair only from UNIST
* Carmine's j.6B followup in midair only from UNIST
* Important points go here


Can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.
Can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.
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|image=BBTag_Carmine_jC.png |caption= "Kono-shinde ora!" (Why you-just die!)
|image=BBTag_Carmine_jC.png |caption= "Kono-shinde ora!" (Why you-just die!)
|name=j.C
|name=j.C
|input=Thrust! (EX version)
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
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* Carmine's old 214C, which is now only a midair move with no special move properties.
* Carmine's old 214C, which is now only a midair move with no special move properties.
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus.
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus.
* Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.


This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other combo ender besides j.b, and you can actually still get good oki from 236x off of this.  }}
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other combo ender besides j.b, and you can actually still get good oki from 236x off of this.  }}
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* Special cancellable
* Special cancellable


Detailed description of the usefulness of the move go here
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.}}
}}
}}
}}


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  |description=
  |description=
* Carmine's original 623C.  
* Carmine's original 623C.  
* Important points go here


Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset. }}
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset. }}
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  |startup=37 |active= |recovery= |frameAdv=
  |startup=37 |active= |recovery= |frameAdv=
  |description=
  |description=
* Creates a dissolve at the cost of HP
* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.
* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.
* Extremely advantageous on block.
* Extremely advantageous on block.
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  |description=
  |description=
* Sets pinwheel at a further distance than A version. Otherwise identical.
* Sets pinwheel at a further distance than A version. Otherwise identical.
* Creates a dissolve at the cost of HP


Detailed description of the usefulness of the move go here
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates. }}
}}
}}
}}


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* Carmine's original 22X.
* Carmine's original 22X.
* Summons an additional crystal from every dissolve.
* Summons an additional crystal from every dissolve.
* Costs HP


Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.
Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.
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{{MoveData
{{MoveData
|image=BBTag_Carmine_66C.png |caption=
|image=BBTag_Carmine_66C.png |caption=
|name=Dash C
|name=5P
|input=5P
|input=Dash C
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
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====== <font style="visibility:hidden" size="0">6P</font> ======
====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Carmine_Spin.png |caption=
|image=BBTag_Carmine_Spin.png |caption= Time to punish assist calls
|name=Spin!
|name=6P
|input=6P
|input=Spin!
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup=57 |active=N/A |recovery=N/A |frameAdv=+37
  |startup=57 |active=N/A |recovery=N/A |frameAdv=+37
  |description=
  |description=
* Triggers dissolves, like Carmine's regular 236X.
* Sets new/triggers existing dissolves, like Carmine's regular 236X.
* Still takes Carmine's life to use this assist
* Still takes Carmine's life to use this assist


Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.
Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=BBTag_Carmine_Thrust.png |caption="Buchinuke!" (Punch right through!)
|image=BBTag_Carmine_Thrust.png |caption="Buchinuke!" (Punch right through!)
|name=Thrust!
|name=4P
|input=4P
|input=Thrust!
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup=33 |active=N/A |recovery=N/A |frameAdv=+48
  |startup=33 |active=N/A |recovery=N/A |frameAdv=+48
  |description=
  |description=
Carmine's original 214X
*Carmine's original 214X
}}
 
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.}}
}}
}}


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====== <font style="visibility:hidden" size="0">No Escape...! Be Devoured!</font> ======
====== <font style="visibility:hidden" size="0">No Escape...! Be Devoured!</font> ======
{{MoveData
{{MoveData
|image=BBTag_Carmine_NoEscape.png |caption= "Mou nigasane...!" (Soon you can't run...!)
|image=BBTag_Carmine_NoEscape.png |caption=Welcome to the Red House. "Mou nigasane...!" (Soon you can't run...!)
|input=214B+C
|input=214B+C
|name=No Escape...!
|name=No Escape...!
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* Tracks opponent's position.
* Tracks opponent's position.


Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun.
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs.


  }}
  }}
}}
}}


<br clear=all/>
==Distortion Skill Duo==
{{MoveData
|image=BBTag_Carmine_HahahahahaBeDevoured.png |caption=
|input=P during Main Character's Distortion Skill
|name=Hahahaha! Be Devoured!
|data=
{{AttackData-BBTag
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
Detailed description of the usefulness of the move go here
}}
}}
<br clear=all/>
<br clear=all/>



Revision as of 01:37, 13 January 2019

Carmine
BBTag Carmine Portrait.png

Health:
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview

"You only got one life. Take care of it... You got that, you piece of trash?!"

Backstory

Carmine Prime (real name unknown) is a 3rd year student of the same high school that Hyde goes to. Sadistic and maniacal to the core, Carmine possesses an immense lust for violence to the point that it has become his sole purpose in life. Despite this, Carmine actually holds an extremely low opinion of himself and has little to no sense of self-worth, referring to both himself as well as people like him as "trash of society." He has even stated that he couldn't care less if he died one day on a pile of garbage, completely forgotten to the rest of the world. Nonetheless, Carmine only wishes to do the one thing he has ever been good at and which gives him his reason to live - beating others. Carmine views the teachers at school who keep lecturing about his violent ways as a nuisance.

After being attacked by a Void and becoming an In-Birth, Carmine decided to use his newfound EXS abilities to fulfill his one desire: to fight. Now, he roams the streets during the Hollow Night seeking his favorite opponents in battle - other In-Births.

Playstyle

Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.

Strengths/Weaknesses

Strengths Weaknesses
  • Has some of the highest damage outputs in the game even without assists.
  • Above average health
  • Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.
  • Great pressure and lockdown thanks to his specials, which is also helped by his dissolves.
  • Good space control thanks to his great normals, his specials and his dissolves.
  • In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.
  • Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.
  • Certain commands will recover some of his lost health.
  • Has an unblockable setup which becomes confirmable with a delayed assist.
  • His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1.
  • While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.
  • Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.


EXS of Lifeblood: Blood Spike

Carmine's ability to control/weaponize his own blood also gives him the ability to lay down Dissolves; Dissolves are pools of blood left behind by certain moves of Carmine's that will drain a portion of his own HP, but can interact with a number of his other moves for special effects that each have their own hitboxes. For example, his 236X turns an already-laid-down-dissolve into an advancing blood wheel on the ground, or his 214X shoots up another blood crystal from the pool itself. There exist moves that directly interact with dissolve pools without costing Carmine's HP, but cannot set down dissolves themselves.


Template:CharLinks-BBTag

Normal Moves

5A
5A
BBTag Carmine 5A.png
BBTag Carmine 5AA.png
BBTag Carmine 5AAA.png
BBTag Carmine 5AAAA.png
"Soitsu wo yoshiagare!" (Hand that over to me!) - now with more liberal usage.
All 9 - - - All 14 - - - All 12 - - - All 12 - - -
5B
5B
BBTag Carmine 5B.png
BBTag Carmine 5BB.png
All 14 - - - All - - -
5C
5C
BBTag Carmine 5C.png
I'm gonna do this on wake up and they won't see it coming
High 26 - - -
2A
2A
BBTag Carmine 2A.png
All 7 - - -
2B
2B
BBTag Carmine 2B.png
Kick them with style and high in their face.
8 - - -
2C
2C
BBTag Carmine 2C.png
Right at your feet, he says.
Low 11 - - -
j.A
j.A
BBTag Carmine jA.png
Still a nasty cross-up.
BBTag Carmine jAA.png
11 - - - 7 - - -
j.B
j.B
BBTag Carmine jB.png
BBTag Carmine jBB.png
1500 19 - - - 2200 15 - - -
j.C
j.C
Thrust! (EX version)
BBTag Carmine jC.png
"Kono-shinde ora!" (Why you-just die!)
14 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Carmine GroundThrow.png
Suck it all out!
Throw 7 - - -
Pulverize
Pulverize!
5A+D
BBTag Carmine Pulverize.png
"Suritsubuse!" (Mash 'em up!) or maybe you'd go "Buchimake da!" (Throw it all out!) for emphasis.
500*10 All 12 - - -


Skills

Spin!
Spin!
236A/B (Air OK)
BBTag Carmine Spin.png
"Maware!" (Spin around!)
34 - - - 37 - - - 34 - - - 37 - - -
Launch!
Launch!
214A/B/C
BBTag Carmine Launch.png
"Tsukiagero!" (Launch through!)
18 - - - 18 - - - 18 - - -


Extra Skills

Spin!
Spin!
236C (Air OK)
BBTag Carmine Spin.png
"Mijingiri da!" (Chop into pieces!) - his only EX Move, but one of the better ones.
19 - - - 22 - - -


Partner Skills

5P
5P
Dash C
BBTag Carmine 66C.png
All 40 N/A N/A - - -
6P
6P
Spin!
BBTag Carmine Spin.png
Time to punish assist calls
All 57 N/A N/A - - -
4P
4P
Thrust!
BBTag Carmine Thrust.png
"Buchinuke!" (Punch right through!)
All 33 N/A N/A - - -


Distortion Skills

Hahahaha! Be Devoured!
Hahahaha! Be Devoured!
236B+C
BBTag Carmine HahahahahaBeDevoured.png
"Hyahahahahaha! Kuraitsukuze!" (Devour them up!)
4+8 - - -
No Escape...! Be Devoured!
No Escape...!
214B+C
BBTag Carmine NoEscape.png
Welcome to the Red House. "Mou nigasane...!" (Soon you can't run...!)
12+11 - - -


Distortion Skill Duo

Hahahaha! Be Devoured!
P during Main Character's Distortion Skill
BBTag Carmine HahahahahaBeDevoured.png
All - - -


Astral Heat

You Shit! This is the END!
222B+C
BBTag Carmine YouShitThisIsTheEnd.png
"KUSO GA! KORE DE SHIMAI DA!!"
BBTag Carmine YouShitThisIsTheEnd2.png
- - -



Template:CharLinks-BBTag