BBTag/Carmine: Difference between revisions

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{{CharData-BBTagList|Carmine}}
{{CharData-BBTag|Carmine}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
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|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
| style="width: 50%;"|
*High damage combos
*Has some of the highest damage outputs in the game even without assists.
*Above average health
*Above average health
*Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.
*Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.
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*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 a maximum of 4 dissolves in this game, which is higher than his limit of 2 dissolves in UNI.
*Certain commands will recover some of his lost health, although not by alot.  
*Certain commands will recover some of his lost health.
*Has an unblockable setup which becomes confirmable with a delayed assist.
| style="width: 50%;"|
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*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.
*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.
*Tying into the above, reckless usage of moves can easily leave him punished if not set up properly.
*Tying into the above, reckless usage of moves can easily leave him punished if not set up properly.
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===EXS of Lifeblood: Blood Spike===
===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.
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.
<br clear=all/>


{{CharLinks-BBTag|Carmine}}
{{CharLinks-BBTag|Carmine}}
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  |version=5A
  |version=5A
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9 |active= |recovery= |frameAdv=-11
  |description=
  |description=
* Carmine's old 5B.
* Carmine's old 5B.
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  |version=5AA
  |version=5AA
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=-6
  |description=
  |description=
* Carmine's old 5BB.
* Carmine's old 5BB.
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  |version=5AAA
  |version=5AAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active= |recovery= |frameAdv=-14
  |description=
  |description=
* Carmine's old 5C.
* Carmine's old 5C.
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  |version=5AAAA
  |version=5AAAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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!". Not a grab in this game.
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  |version=5B
  |version=5B
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=-2
  |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.
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  |version=5BB
  |version=5BB
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=-3
  |description=
  |description=
* Carmine's original grounded 6B followup from UNIST only. Uses up all dissolve pools without any HP cost.
* Carmine's original grounded 6B followup from UNIST only. Uses up all dissolve pools without any HP cost.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=High
  |damage= |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup=26 |active= |recovery= |frameAdv=-4
  |description=
  |description=
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
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
  }}
  }}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=-6
  |description=
  |description=
* Carmine's old 2B.
* Carmine's old 2B.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=8 |active= |recovery= |frameAdv=-19
  |description=
  |description=
* Carmine's 3B.
* Carmine's 3B.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=Low
  |damage= |guard=Low
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active= |recovery= |frameAdv=-12
  |description=
  |description=
* Carmine's 2C. Very long-ranged sweep.
* Carmine's 2C. Very long-ranged sweep.
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  |version=j.A
  |version=j.A
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active= |recovery= |frameAdv=
  |description=
  |description=
* Carmine's old j.C.
* Carmine's old j.C.
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  |version=j.AA
  |version=j.AA
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
  |description=
  |description=
* Carmine's old j.B.
* Carmine's old j.B.
* Important points go here


Detailed description of the usefulness of the move go here
Since this cannot be used on it's own, it is primarily used as combo fodder }}
}}
}}
}}


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  |version=j.B
  |version=j.B
  |damage=1500 |guard=
  |damage=1500 |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=19 |active= |recovery= |frameAdv=
  |description=
  |description=
* Sets a Dissolve at the cost of HP upon hitting the opponent or ground.
* Sets a Dissolve at the cost of HP upon hitting the opponent or ground.
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  |version=j.BB
  |version=j.BB
  |damage=2200 |guard=
  |damage=2200 |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active= |recovery= |frameAdv=
  |description=
  |description=
* Uses up all dissolve pools with no HP cost.
* Uses up all dissolve pools with no HP cost.
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* Important points go here
* Important points go here


Detailed description of the usefulness of the move 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.
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=
  |description=
  |description=
* Sets two dissolves down, unlike its original version from UNI.
* Sets two dissolves down, unlike its original version from UNI.
* Costs twice as much health as other health-consuming moves.
* 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.
* 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.


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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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=Throw
  |damage= |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
  |description=
  |description=
* Steals the greater of 500 HP or 33% of missing red health.
* Steals the greater of 500 HP or 33% of missing red health.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=500*10 |guard=All
  |damage=500*10 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=12 |active= |recovery= |frameAdv=-27
  |description=
  |description=
* Carmine's original 623C.  
* Carmine's original 623C.  
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  |version=236A
  |version=236A
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=34 |active= |recovery= |frameAdv=+23
  |description=
  |description=
  }}
  }}
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  |version=j.236A
  |version=j.236A
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=37 |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
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  |version=236B |header=no
  |version=236B |header=no
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=34 |active= |recovery= |frameAdv=+23
  |description=
  |description=
  }}
  }}
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  |version=j.236B
  |version=j.236B
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=37 |active= |recovery= |frameAdv=
  |description=
  |description=
* Sets pinwheel at a further distance than A version. Otherwise identical.
* Sets pinwheel at a further distance than A version. Otherwise identical.
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  |version=A
  |version=A
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=18 |active= |recovery= |frameAdv=-1
  |description=
  |description=
* Carmine's original 22X.
* Summons an additional crystal from every dissolve.
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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |version=B
  |version=B
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=18 |active= |recovery= |frameAdv=-1
  |description=
  |description=
* Important points go here
Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |version=C
  |version=C
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=18 |active= |recovery= |frameAdv=-1
  |description=
  |description=
* Important points go here
* Carmine's original 22X.
* Summons an additional crystal from every dissolve.


Detailed description of the usefulness of the move go here
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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  |version=Ground
  |version=Ground
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=19 |active= |recovery= |frameAdv=+35
  |description=
  |description=
  }}
  }}
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  |version=Air
  |version=Air
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=22 |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
* 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.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=40 |active=N/A |recovery=N/A |frameAdv=+30
  |description=
  |description=
* Carmine's old dashing C.
* Carmine's old dashing C
* Important points go here
 
Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=57 |active=N/A |recovery=N/A |frameAdv=+37
  |description=
  |description=
* Triggers dissolves, like Carmine's regular 236X.
* Triggers 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 trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of 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.
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=33 |active=N/A |recovery=N/A |frameAdv=+48
  |description=
  |description=
* Carmine's original 214X.
Carmine's original 214X
* Important points go here
 
Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=4+8 |active= |recovery= |frameAdv=-53
  |description=
  |description=
* Carmine's classic Infinite Worth super.
* Carmine's classic Infinite Worth super.
* Important points go here


Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet (outside Resonance Blaze). Good combo ender besides.
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet (outside Resonance Blaze). Good combo ender besides.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=12+11 |active= |recovery= |frameAdv=-37
  |description=
  |description=
* Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.
* Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.

Revision as of 05:45, 10 August 2018

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 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.

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 a maximum of 4 dissolves in this game, which is higher than 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.
  • 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.
  • Tying into the above, reckless usage of moves can easily leave him punished if not set up properly.
  • His old Force Function, "Makure!" (Twist!/Twist up!) isn't in this game, meaning you can't move already set dissolves for better positioning.


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
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
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
Dash C
5P
BBTag Carmine 66C.png
All 40 N/A N/A - - -
6P
Spin!
6P
BBTag Carmine Spin.png
All 57 N/A N/A - - -
4P
Thrust!
4P
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
"Mou nigasane...!" (Soon you can't run...!)
12+11 - - -


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