BBTag/Carmine/Combos: Difference between revisions

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What sets Carmine apart from others is his use of dissolves in combos. Some moves set dissolves while some can even use them mid combo. Using these dissolve manipulators in combos will stack extra damage while some can even grant new combo opportunities. For example, if the dissolves used after 214x or 5BB hit the enemy, it will of course do extra damage; but after grab, you can combo into 236A if a dissolve was set nearby thanks to this mechanic.
What sets Carmine apart from others is his use of dissolves in combos. Some moves set dissolves while some can even use them mid combo. Using these dissolve manipulators in combos will stack extra damage while some can even grant new combo opportunities. For example, if the dissolves used after 214x or 5BB hit the enemy, it will of course do extra damage; but after grab, you can combo into 236A if a dissolve was set nearby thanks to this mechanic.


Carmine can end combos with j.B, j.C, 214C, or most importantly, his 5AAA ender for the lifesteal. Although 5AAA side switches, the cross raid mechanic ensures that opponents will land on the same side while also granting extra damge.
Carmine wants to combos with j.B, j.C, 214C, or most importantly, his 5AAA ender for the lifesteal. Although 5AAA side switches, the cross raid mechanic ensures that opponents will land on the same side while also granting extra damge.


==Video Examples==
==Video Examples==

Revision as of 00:04, 11 June 2020

Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+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

Midscreen

Solo
# 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 5A > 2C > 5BB > IAD j.A(2)AC, 2B > 5BB > 5AAAA 6912 -3000, +lifesteal 0 Ground Similar to the combo above but more damaging, since if you omitt some hits before the launcher, you are allowed to fit another 5BB after the j.C. Otherwise, this uses all dissolves.
5 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.
6 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.
7 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.
8 j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA 6561 -1500, +lifesteal 0 Air-to-air


With Assists


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

Solo


With Assists


Combo Theory


What sets Carmine apart from others is his use of dissolves in combos. Some moves set dissolves while some can even use them mid combo. Using these dissolve manipulators in combos will stack extra damage while some can even grant new combo opportunities. For example, if the dissolves used after 214x or 5BB hit the enemy, it will of course do extra damage; but after grab, you can combo into 236A if a dissolve was set nearby thanks to this mechanic.

Carmine wants to combos with j.B, j.C, 214C, or most importantly, his 5AAA ender for the lifesteal. Although 5AAA side switches, the cross raid mechanic ensures that opponents will land on the same side while also granting extra damge.

Video Examples

Basic combos by Meno

Combos by かくげ Fighting Games

j.C > 2B routes by @GREATFERNMAN


External Documents and References


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