BBTag/Carmine: Difference between revisions

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* Summons an additional crystal from every dissolve.
* Summons an additional crystal from every dissolve.
* Costs HP
* Costs HP
* 750HP Life Drain


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.

Revision as of 20:02, 17 June 2019

Carmine
BBTag Carmine Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive, Glass cannon
Team role
Point, Support

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.


Normal Moves

5A
5A
BBTag Carmine 5A.png
This button carries Rino
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.
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 9 3 25 -11 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 17 22 31 11 +0 +2
BBTag Carmine 5A.png
BBTAG Carmine 5A Hitbox.png
  • Carmine's old 5B.
  • 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.

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 14 7 16 -6 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 17 22 31 11 +0 +2
BBTag Carmine 5AA.png
BBTAG Carmine 5AA Hitbox.png
  • 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.

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 15 3 30 -14 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 19 19 24 34 12 +0 +5
BBTag Carmine 5AAA.png
BBTAG Carmine 5AAA Hitbox.png
  • Carmine's old 5C.

A large blood swipe which continues the trend of being easily hit confirmable. Mostly combo filler.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 800×3, 100 All 12 2 32 -15 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19×4, Launch Stand×4, 30 + Slide - - 3 3, 0×5 -
First time this is used in a combo, heals the greater of 2000 HP or 50% of his red health
Subsequent times this is used in a combo, heals the greater of 1000 red health or 25% of his red health
Maximum Slide duration 3F
BBTag Carmine 5AAAA.png
BBTAG Carmine 5AAAA Hitbox.png
  • 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 40% of his missing red health. Heals 500 HP or 20% of his missing red health if he's already healed from the same combo.
  • Side swaps on hit.

Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.

It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.

5B
5B
BBTag Carmine 5B.png
BBTag Carmine 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 Until Hit Total: 42 -2 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 32 22 46 4/+10 +10 +12
Converts 750 health into red health
Sets a Dissolve puddle upon touching the opponet or the corner
BBTag Carmine 5B.png
You're gonna see this move a lot.
BBTAG Carmine 5B Hitbox.png
  • Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner.
  • 750HP Life Drain

Fast projectile that leaves a dissolve immediately upon hitting, allowing you to cancel it with 214X or 236X for combos and pressure.

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 15 7 Total: 36 -3 P1 - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 (Once) 3 18 Launch 30 Launch 44 11 +0 +2
BBTag Carmine 5BB.png
BBTAG Carmine 5BB Hitbox.png
  • Carmine's original grounded 6B followup from UNIST only. Uses up all dissolve pools without any HP cost.

A followup from his 5B projectile, which is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create additional identical spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.

5C
5C
BBTag Carmine 5C.png
I'm gonna do this on wake up and they won't see it coming
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 3+13L -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Carmine 5C.png
I'm gonna do this on wake up and they won't see it coming
BBTAG Carmine 5C Hitbox.png


UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving and having a big hitbox. Also ends combos

2A
2A
BBTag Carmine 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 Low 7 5 13 -6 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 1 11 12 12 16 23 9 +0 +0
BBTag Carmine 2A.png
BBTAG Carmine 2A Hitbox.png
  • 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.

2B
2B
BBTag Carmine 2B.png
Kick them with style and high in their face.
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 8 2 30 -15 B 5~9 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 25 22 39 11 +0 +2
BBTag Carmine 2B.png
BBTAG Carmine 2B Hitbox.png
  • Carmine's 3B.

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.

2C
2C
BBTag Carmine 2C.png
Right at your feet, he says.
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 Low 11 2 29 -12 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 Launch 30 Launch 45 12 +0 +5
BBTag Carmine 2C.png
BBTAG Carmine 2C Hitbox.png
  • Carmine's 2C. Very long-ranged sweep.

Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed.

j.A
j.A
BBTag Carmine jA.png
This button also carries Rino.
BBTag Carmine jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2 High 11 4,2 18 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 22 22 36 11 +0 +2
BBTag Carmine jA.png
BBTAG Carmine JA Hitbox.png
  • Carmine's old j.C.

Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits.

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 High 7 3 18 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17 22 22 36 11 +0 +2
BBTag Carmine jAA.png
BBTAG Carmine JAA Hitbox.png
  • Carmine's old j.B.

Since this cannot be used on it's own, it is primarily used as combo fodder

j.B
j.B
BBTag Carmine jB.png
BBTag Carmine jBB.png
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 19 Until Hit Total: Until L+16L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 13 17 40 22 54 4/+10 +10 +12
Converts 750 health into red health
Sets a Dissolve puddle upon touching the opponet or the ground
BBTag Carmine jB.png
BBTAG Carmine JB Hitbox.png
  • Sets a Dissolve at the cost of HP upon hitting the opponent or ground.
  • Carmine's j.6B from UNI.
  • Knocks down.
  • 750HP Life Drain

Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.

j.BB


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 15 7 Total: Until L+0L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 18 Launch 30 Launch 44 11 +0 +2
BBTag Carmine jBB.png
BBTAG Carmine JBB Hitbox.png
  • Uses up all dissolve pools with no HP cost.
  • Carmine's j.6B followup in midair only from UNIST

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.

j.C
j.C
Thrust! (EX version)
BBTag Carmine jC.png
"Kono-shinde ora!" (Why you-just die!)
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×4 All 14 2(7)2×3 Total: Until L+16L +7 at best H, P1×3 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 19, Launch×3 24 + Slide + Down 10, 40×3 24, Launch×3 39 + Slide + Down 10, 55×3 7, 0/+3×3 +0, +3×3 +5, +8×3
Converts 1500 health into red health
Sets 2 Dissolve puddle upon touching the ground
Maximum Slide duration 1F
BBTag Carmine jC.png
BBTAG Carmine JC1 Hitbox.pngBBTAG Carmine JC2 Hitbox.pngBBTAG Carmine JC3 Hitbox.pngBBTAG Carmine JC4 Hitbox.png


  • Sets two dissolves down, unlike its original version from UNI.
  • Costs twice as much health as other health-consuming moves.
  • 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.
  • Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.
  • 1500HP Life Drain

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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Carmine GroundThrow.png
Suck it all out!
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Crumple - - - - 0, 12 -
Minimum damage 2000
First time this is used in a combo, heals the greater of 2000 HP or 50% of his red health
Crumple Duration 999F, Crumple Fall 33F
BBTag Carmine GroundThrow.png
Suck it all out!
BBTAG Carmine Throw Hitbox.png
  • Steals the greater of 500 HP or 40% of missing red health.
  • Causes crumple state on hit
  • Special cancellable

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.

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.
Template:AttackDataHeader-BBTag
AD
Pulverize!
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×11 Air Unblockable 12 1×11 43 -27 B 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 50 Launch 64 1×7, 5×3, 8 +1 +3
Minimum Damage 25×11 (275)
BBTag Carmine Pulverize.png
BBTAG Carmine RA Hitbox.png


  • Carmine's original 623C.

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.


Skills

Spin!
Spin!
236A/B (Air OK)
BBTag Carmine Spin.png
"Maware!" (Spin around!)
Template:AttackDataHeader-BBTag
236A


236A
A Spin!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 47 12×4 Total: 37 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+6 +6 +8
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×2 (120)
BBTag Carmine Spin.png
j.236A


j.236A
Air A Spin!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 46 12×4 Total: 40 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+6 +6 +8
If Carmine lands during the move, Carmine has 15F landing recovery
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×2 (120)
BBTag Carmine Spin.png
BBTAG Carmine 236A Hitbox.png
  • Creates a dissolve at the cost of HP
  • Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.
  • Extremely advantageous on block.
  • 750HP Life Drain

"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action.

236B


236B
B Spin!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 47 12×4 Total: 37 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+6 +6 +8
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×2 (120)
BBTag Carmine Spin.png
BBTAG Carmine 236A Hitbox.png
j.236B


j.236B
Air B Spin!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 46 12×4 Total: 40 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+6 +6 +8
If Carmine lands during the move, Carmine has 15F landing recovery
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×2 (120)
BBTag Carmine Spin.png
BBTAG Carmine 236A Hitbox.png
  • Sets pinwheel at a further distance than A version. Otherwise identical.
  • Creates a dissolve at the cost of HP
  • 750HP Life Drain

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.

Puddle
Launch!
Launch!
214A/B/C
BBTag Carmine Launch.png
"Tsukiagero!" (Launch through!)
Template:AttackDataHeader-BBTag
A


214A
A Launch!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 18 3 Total: 46 -1 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Converts 750 health into red health
Minimum Damage 100
BBTag Carmine Launch.png
BBTAG Carmine 214A Hitbox.png
B


214B
B Launch!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 18 3 Total: 46 -1 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Converts 750 health into red health
Minimum Damage 100
BBTag Carmine Launch.png
BBTAG Carmine 214A Hitbox.png
C


214C
Thrust!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 18 3 Total: 46 -1 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Converts 750 health into red health
Minimum Damage 200
BBTag Carmine Thrust.png
Who said that you could press buttons?
BBTAG Carmine 214A Hitbox.pngBBTAG Carmine 214C1 Hitbox.png
  • Carmine's original 22X.
  • Summons an additional crystal from every dissolve.
  • Costs HP
  • 750HP Life Drain

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.

Puddle
  • All 214X buttons are +0 on block with a puddle.


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.
Template:AttackDataHeader-BBTag
Ground


236C
EX Spin!
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×7 All 19 15,4×6 Total: 33 +40 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 24 Launch 38 0/+3 +3 +5
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×7 (420)
BBTag Carmine Spin.png
BBTAG Carmine 236C1 Hitbox.pngBBTAG Carmine 236C2 Hitbox.pngBBTAG Carmine 236C3 Hitbox.png
Air


j.236C
Air EX Spin!
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×7 All 22 - Total: 37 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 24 Launch 38 0/+3 +3 +5
Converts 750 health into red health
Sets a Dissolve puddle when wheel ends
Minimum Damage 60×7 (420)
BBTag Carmine Spin.png
BBTAG Carmine 236C1 Hitbox.pngBBTAG Carmine 236C2 Hitbox.pngBBTAG Carmine 236C3 Hitbox.png
  • Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox.

Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos)


Partner Skills

5P
5P
Dash C
BBTag Carmine 66C.png
Template:AttackDataHeader-BBTag
5P
UNI Dash C
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+18 7 31 -19 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + GBounce - - 12 +0 -
Minimum Damage 85
BBTag Carmine 66C.png
BBTAG Carmine 5P Hitbox.png
  • Carmine's old dashing C
6P
6P
Spin!
BBTag Carmine Spin.png
Time to punish assist calls
Template:AttackDataHeader-BBTag
6P
Spin!
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All (18)+48 12×4 Total: (18)+43 - P - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 - - 0/+6 +6 -
Minimum Damage 60×2 (120)
BBTag Carmine Spin.png
Time to punish assist calls
BBTAG Carmine 6P1 Hitbox.pngBBTAG Carmine 6P2 Hitbox.png
  • Sets new/triggers existing dissolves, like Carmine's regular 236X.
  • 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 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.

4P
4P
Thrust!
BBTag Carmine Thrust.png
"Buchinuke!" (Punch right through!)
Template:AttackDataHeader-BBTag
4P
Thrust!
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (18)+15 2(19)7 Total: (18)+73 -10 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 25, 45 - - 0/+10, 11 +10, +0 -
Minimum Damage 75×2 (150)
BBTag Carmine ThrustAssist.png
BBTAG Carmine 4P1 Hitbox.pngBBTAG Carmine 4P2 Hitbox.png


  • Carmine's original 214X

A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.


Distortion Skills

Hahahaha! Be Devoured!
Hahahaha! Be Devoured!
236B+C
BBTag Carmine HahahahahaBeDevoured.png
"Hyahahahahaha! Kuraitsukuze!" (Devour them up!)
Template:AttackDataHeader-BBTag
236BC
Hahahaha! Be Devoured!
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×3, 400×8, 580×2, 2000 <2000×2>
[500×3, 400×8, 550×5, 2000 <2500×2>]
Low, All×5 4+(59 Flash)+8 5,2×5 Total: 96 -56 P2 1~29 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×13 [×16], 60 4 18 Launch 60, 200×2, 90×11 [×14] - - 0, 0/+3×2 0, 0/+3×2, 0/+100×7, 0, 0/+12×3 [×6] -
Values in [] are for Enhanced version
Values in <> are when first his whiffs or is blocked
Minimum Damage: 75×3, 80×8, 203×2, 700 (1971)
[Minimum Damage: 75×3, 80×8, 143×5, 520 (2100)]
BBTag Carmine HahahahahaBeDevoured.png
BBTAG Carmine 236BC1 Hitbox.pngBBTAG Carmine 236BC2 Hitbox.png


  • Carmine's classic Infinite Worth super.
  • Is a low up-close

Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.

No Escape...! Be Devoured!
No Escape...!
214B+C
BBTag Carmine NoEscape.png
Welcome to the Red House. "Mou nigasane...!" (Soon you can't run...!)
Template:AttackDataHeader-BBTag
214BC
No Escape...!
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3000, 100 [4000, 100] All 12+(37 Flash)+11 3 Total: 69 -37 P2 1~32 All - 80, 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 0 9 Launch, Crumple 300, Stand Launch, Crumple 311, Stand 0 0, 0/+180 0, +180
Values in [] are for Enhanced version
Minimum Damage: 620 [820]
Crumple Duration 999F, Crumple Fall 33F
BBTag Carmine NoEscape.png
BBTAG Carmine 214BC Hitbox.png
  • Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.
  • Tracks opponent's position.
  • Catches opponent in the air if they're close to the ground.

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. Can even re-stand if you hit opponents during the end of this moves duration.


Distortion Skill Duo

Hahahaha! Be Devoured!
P during Main Character's Distortion Skill
BBTag Carmine HahahahahaBeDevoured.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Hahahaha! Be Devoured!
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
100×14, 300, 800 <500×2>
[100×8, 300, 200×2, 100×5, 1000 <750×2>]
All 1+(95 Flash)+1 5,2×5 Total: 68 -40 P2 1~19 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 60, 200×2, 90×11 [×14] - - 0, 0/+3×2 0, 0/+3×2, 0/+100×7, 0, 0/+12×3 [×6] -
Values in [] are for Enhanced version
Minimum Damage: 2500 [3000]
Values in <> are when first his whiffs or is blocked
BBTag Carmine HahahahahaBeDevoured.png
BBTAG Carmine 236BC1 Hitbox.pngBBTAG Carmine 236BC2 Hitbox.png


  • Not a low
  • The full attack will not hit two characters

High damage DHC, very good for finishing off a cross combo.


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:AttackDataHeader-BBTag
222BC
You Shit! This is the END!
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(80 Flash)+16 9 175 -126 P2 1~27 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+3 - -
BBTag Carmine YouShitThisIsTheEnd.pngBBTag Carmine YouShitThisIsTheEnd2.png
"KUSO GA! KORE DE SHIMAI DA!!" • Enjoy your stay at the Blood Mansion
BBTAG Carmine 222BC1 Hitbox.pngBBTAG Carmine 222BC2 Hitbox.png


  • Carmine's original IWEXS as an Astral.
  • Tracks almost everywhere on the screen, does not go above a certain height.

Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)


Navigation

To edit frame data, edit values in BBTag/Carmine/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.