BBTag/Carmine/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
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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. Not all combos will end with dissolves left behind, but knowing the placement of your dissolves for combos that do can also be important in setting up any potential oki.


In nuetral, your combos will likely start with his 5A, 2C, or grab. Sometimes, you may also end up hitting opponents with 5BB which can go into 214BC for a full combo. Like other characters, 2B is his anti air and 2A is used for his low mixups. His j.A is a great air button with a crossup hitbox to boot so finding confirms off of these are crucial. Additionally, Carmine is able to reverse beat which makes his combo potential all the better.
In nuetral, your combos will likely start with his 5A, 2C, or grab. Sometimes, you may also end up hitting opponents with 5BB which can go into 214BC for a full combo. Like other characters, 2B is his anti air and 2A is used for his low mixups. His j.A is a great air button with a crossup hitbox to boot so finding confirms off of these are crucial. Additionally, Carmine is able to reverse beat which makes his combo potential all the better.

Revision as of 06:01, 12 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 Meter Notes
1 5AAA > 2C > 5B > 214A, 5AAA > 5BB, 5AAAA 6825 -2250, +lifesteal 0 Ground 0 Bars 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 0 Bars 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 0 Bars 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 0 Bars 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) 0 Bars 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) 0 Bars 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 2C > Combo TBA xx -xx, +lifesteal x Ground 0 Bars Route off 2C
8 2B > hjc > j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA 7026 -2000, +lifesteal 0 Anti-air 0 Bars 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.
9 j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA 6561 -1500, +lifesteal 0 Air-to-air 0 Bars Confirm off of air to air
10 5A > 5B > 236C > IAD j.A > j.C > 2B > 5BB > 5AAAA xx -3750, +lifesteal 0 Ground 1 Bar Basic one bar 5A combo.
11 5A > 236C > Combo TBA xx -xxx, +lifesteal 0 Ground (Counter) 1 Bar Punish starter
12 5BB > 214BC > Combo TBA xx -xxx, +lifesteal 0 Ground 2 Bars Confirm off of his 5B projectile
13 Throw > Combo TBA xx -xxx, +lifesteal 0 Ground 0 Bars Confirm off of throw, the same combo applies to back throw as well
14 Throw > 236A > Combo TBA xx -xxx, +lifesteal 0 Ground 0 Bars Confirm off of throw if dissolves were nearby.


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. Not all combos will end with dissolves left behind, but knowing the placement of your dissolves for combos that do can also be important in setting up any potential oki.

In nuetral, your combos will likely start with his 5A, 2C, or grab. Sometimes, you may also end up hitting opponents with 5BB which can go into 214BC for a full combo. Like other characters, 2B is his anti air and 2A is used for his low mixups. His j.A is a great air button with a crossup hitbox to boot so finding confirms off of these are crucial. Additionally, Carmine is able to reverse beat which makes his combo potential all the better.

Carmine wants to 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.

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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