BBTag/Carmine/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Midscreen[edit]

Solo[edit]
# Combo Damage Health Cost Dissolves Type Notes
1 5AAA > 2C > 5B > 214A, 5AAA > 5BB, 5AAAA 6825 -2250, +lifesteal 0 Ground Basic solo midscreen combo. Go into 5AAAA after the 214A if you really do not wish to spend more life. Perform each 5A while holding forward(6) to have it connect.
2 5AAA > 2C > 5B > 214A, 5AAA > jc > j.A(2)A > jc > j.A(2)A > j.B 6748 -2250 2 Ground Less damage than above and no lifesteal, but you get dissolves out and don't throw the opponent to the other side.
3 5AAA > 2C > 5BB > IAD j.A(2)AC, 2B > 5AAAA 6690 -2250, +lifesteal 2 Ground Good balance of damage, health cost, and dissolves (5AAAA throws opponent right into the puddles).
4 5AAA > 2C > 2B > [5B > 236A]x3, j.C 7505 -4000 3 Ground Wheel loops. A damaging, if somewhat costly combo with great corner carry. Carmine needs to dash forward in order to be in position for the 5Bs to connect.
5 5AAA > 2C > 2B > 5B > 236A, 5B > 236A, j.A(2)A > j.A(2)B 7094 -2500 2 Ground Slightly less damaging, but less costly version of the above.
6 5AAA > 2C > 5B > 214A, 5A > 5B > 236A, 5A > jc > j.A(2)A > jc > j.A(2) > j.B 7338 -2500 2 Ground Ending in j.BC does 7570, -3500 health, 3 dissolves.
7 5A > 2C > 5BB > IAD j.A(2) > 5AAA > 5B > 214A, 5AAAA 6422 -1500, +lifesteal 1 Ground (Max Range) Route off max range 5A, when 5AA will whiff.
8 5A > 2C > 5BB > IAD j.A(2) > 5AA > 5B > 214A, 5A > jc > j.A(2)A > jc > j.A.(2) > j.B 6458 -2000 2 Ground (Max Range) Same as above, but keeps your corner carry and gives one more dissolve, at the cost of more health (and no lifesteal). Can end in j.C for 6611 damage, 3 dissolves, and 3000 health loss.
9 2B > hjc > j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA 7026 -2000, +lifesteal 0 Anti-air Anti-air 2B. The jump cancel after the first j.A(2) is necessary to allow you to do a falling j.A after the j.BB.
10 (CH) 2B > 2A (whiff), 5A > 5B > 214A, 5A > 5B > 236A, > 2C > 214A, 5AAAA 7029 -2500, +lifesteal 1 Anti-air Counter hit anti-air 2B.
11 j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5B > 236A > 5A > jc > j.A(2)AB 6928 -3000 2 Air-to-air
12 j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA 6561 -1500, +lifesteal 0 Air-to-air


With Assists[edit]


5AAA>2C>2B>5B>236A,5B>dl.214A,P>5AAAA,D

Damage:
Health Cost: 2000 (minus lifesteal)
Notes: Combo into Active Switch. Press D during startup of last hit of 5A string, but before it hits.


Corner[edit]

Solo[edit]


With Assists[edit]


Combo Theory[edit]


Video Examples[edit]

Basic combos by Meno

Combos by かくげ Fighting Games

j.C > 2B routes by @GREATFERNMAN


External Documents and References[edit]


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