BBTag/Carmine/Frame Data: Difference between revisions

From Dustloop Wiki
< BBTag‎ | Carmine
(removing roadmap links)
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|-
|-
! Health
! Health
|| {{#lst:BBTag/Carmine/Data|health}}
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
|-
! Prejump
! Prejump
|| {{#lst:BBTag/Carmine/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! Backdash
! Backdash
|| {{#lst:BBTag/Carmine/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
! Additional Notes
! Additional Notes
|| {{#lst:BBTag/Carmine/Data|additionalnotes}}
|| {{#lst:{{BASEPAGENAME}}/Data|additionalnotes}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBTag/Carmine/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5AA|subtitle=}}
{{AttackVersion|name=5AA|subtitle=}}
{{#lst:BBTag/Carmine/Data|5AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AA Full}}
|-
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{AttackVersion|name=5AAA|subtitle=}}
{{#lst:BBTag/Carmine/Data|5AAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAA Full}}
|-
|-
{{AttackVersion|name=5AAAA|subtitle=|rowspan=2}}
{{AttackVersion|name=5AAAA|subtitle=|rowspan=2}}
{{#lst:BBTag/Carmine/Data|5AAAA Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AAAA Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBTag/Carmine/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBTag/Carmine/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5BB|subtitle=}}
{{AttackVersion|name=5BB|subtitle=}}
{{#lst:BBTag/Carmine/Data|5BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5BB Full}}
|-
|-
{{AttackVersion|name= 2B|subtitle=}}
{{AttackVersion|name= 2B|subtitle=}}
{{#lst:BBTag/Carmine/Data| 2B Full}}
{{#lst:{{BASEPAGENAME}}/Data| 2B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBTag/Carmine/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBTag/Carmine/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBTag/Carmine/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.AA|subtitle=}}
{{AttackVersion|name=j.AA|subtitle=}}
{{#lst:BBTag/Carmine/Data|j.AA Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.AA Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBTag/Carmine/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.BB|subtitle=}}
{{AttackVersion|name=j.BB|subtitle=}}
{{#lst:BBTag/Carmine/Data|j.BB Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BB Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBTag/Carmine/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:BBTag/Carmine/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=Pulverize!|subtitle=Reversal Action}}
{{AttackVersion|name=Pulverize!|subtitle=Reversal Action}}
{{#lst:BBTag/Carmine/Data|AD Full}}
{{#lst:{{BASEPAGENAME}}/Data|AD Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=A Spin!|subtitle=236A}}
{{AttackVersion|name=A Spin!|subtitle=236A}}
{{#lst:BBTag/Carmine/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{AttackVersion|name=B Spin!|subtitle=236B}}
{{AttackVersion|name=B Spin!|subtitle=236B}}
{{#lst:BBTag/Carmine/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
|-
|-
{{AttackVersion|name=Air A Spin!|subtitle=j.236A|rowspan=2}}
{{AttackVersion|name=Air A Spin!|subtitle=j.236A|rowspan=2}}
{{#lst:BBTag/Carmine/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=Air B Spin!|subtitle=j.236B|rowspan=2}}
{{AttackVersion|name=Air B Spin!|subtitle=j.236B|rowspan=2}}
{{#lst:BBTag/Carmine/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=Spin! (Puddle)|subtitle=}}
{{AttackVersion|name=Spin! (Puddle)|subtitle=}}
{{#lst:BBTag/Carmine/Data|236A Puddle Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Puddle Full}}
|-
|-
{{AttackVersion|name=A Launch!|subtitle= 214A}}
{{AttackVersion|name=A Launch!|subtitle= 214A}}
{{#lst:BBTag/Carmine/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
|-
|-
{{AttackVersion|name=B Launch!|subtitle= 214B}}
{{AttackVersion|name=B Launch!|subtitle= 214B}}
{{#lst:BBTag/Carmine/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
|-
|-
{{AttackVersion|name=Launch! (Puddle)|subtitle=|rowspan=2}}
{{AttackVersion|name=Launch! (Puddle)|subtitle=|rowspan=2}}
{{#lst:BBTag/Carmine/Data|214 Puddle Full}}
{{#lst:{{BASEPAGENAME}}/Data|214 Puddle Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=Thrust!|subtitle=214C}}
{{AttackVersion|name=Thrust!|subtitle=214C}}
{{#lst:BBTag/Carmine/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
|-
|-
{{AttackVersion|name=Thrust! (Puddle)|subtitle=}}
{{AttackVersion|name=Thrust! (Puddle)|subtitle=}}
{{#lst:BBTag/Carmine/Data|214C Puddle Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C Puddle Full}}
|-
|-
|}
|}
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|-
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{{AttackVersion|name=EX Spin!|subtitle=236C}}
{{AttackVersion|name=EX Spin!|subtitle=236C}}
{{#lst:BBTag/Carmine/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{AttackVersion|name=Air EX  Spin!|subtitle=j.236C}}
{{AttackVersion|name=Air EX  Spin!|subtitle=j.236C}}
{{#lst:BBTag/Carmine/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
|}
|}


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|-
|-
{{AttackVersion|name=5P|subtitle=Dash C}}
{{AttackVersion|name=5P|subtitle=Dash C}}
{{#lst:BBTag/Carmine/Data|5P Full}}
{{#lst:{{BASEPAGENAME}}/Data|5P Full}}
|-
|-
{{AttackVersion|name=6P|subtitle=Spin!}}
{{AttackVersion|name=6P|subtitle=Spin!}}
{{#lst:BBTag/Carmine/Data|6P Full}}
{{#lst:{{BASEPAGENAME}}/Data|6P Full}}
|-
|-
{{AttackVersion|name=4P|subtitle=Thrust!}}
{{AttackVersion|name=4P|subtitle=Thrust!}}
{{#lst:BBTag/Carmine/Data|4P Full}}
{{#lst:{{BASEPAGENAME}}/Data|4P Full}}
|}
|}


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|-
{{AttackVersion|name=Hahahaha! Be Devoured!|subtitle=236B+C|rowspan=2}}
{{AttackVersion|name=Hahahaha! Be Devoured!|subtitle=236B+C|rowspan=2}}
{{#lst:BBTag/Carmine/Data|236BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|236BC Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=No Escape...!|subtitle=214B+C|rowspan=2}}
{{AttackVersion|name=No Escape...!|subtitle=214B+C|rowspan=2}}
{{#lst:BBTag/Carmine/Data|214BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|214BC Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=Hahahaha! Be Devoured!|subtitle=Distortion Skill Duo|rowspan=2}}
{{AttackVersion|name=Hahahaha! Be Devoured!|subtitle=Distortion Skill Duo|rowspan=2}}
{{#lst:BBTag/Carmine/Data|Distortion Skill Duo Full}}
{{#lst:{{BASEPAGENAME}}/Data|Distortion Skill Duo Full}}
|-
|-
{{Description|21|text=
{{Description|21|text=
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|-
|-
{{AttackVersion|name=You Shit! This is the END!|subtitle=222B+C}}
{{AttackVersion|name=You Shit! This is the END!|subtitle=222B+C}}
{{#lst:BBTag/Carmine/Data|222BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|222BC Full}}
|}
|}


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==Navigation==
==Navigation==
{{#lst:BBTag/Carmine/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}

Revision as of 08:15, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data

Health
Prejump
Backdash
Additional Notes


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA
  • First time this is used in a combo, heals the greater of 2000 HP or 50% of his missing red health.
  • Subsequent times this is used in a combo, heals 1000 HP or 25% of his missing red health.
2A
5B
5BB
2B
5C
2C
j.A
j.AA
j.B
j.BB
j.C

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Heals the greater of 2000 HP or 50% of his missing red health
Pulverize!
Reversal Action

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Spin!
236A
B Spin!
236B
Air A Spin!
j.236A
  • If Carmine lands during the move, Carmine has 15F landing recovery
Air B Spin!
j.236B
  • If Carmine lands during the move, Carmine has 15F landing recovery
Spin! (Puddle)
A Launch!
214A
B Launch!
214B
Launch! (Puddle)
  • Considered part of Launch! No additional damage scaling applied.
Thrust!
214C
Thrust! (Puddle)

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
EX Spin!
236C
Air EX Spin!
j.236C

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
Dash C
6P
Spin!
4P
Thrust!

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Hahahaha! Be Devoured!
236B+C
  • 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)]
No Escape...!
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage: 620 [820]
Hahahaha! Be Devoured!
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • Values in <> are when first his whiffs or is blocked

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
You Shit! This is the END!
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB[+] - Special, Super
5BB - - - Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - j.BB[+] - Special, Super
j.BB - - - Reverse Beat, Jump, Special, Super
j.C - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
  • 5BB whiff cancel is when 5B hits the floor
  • j.BB whiff cancel is when j.B hits the floor

Sources

Navigation

To edit frame data, edit values in BBTag/Carmine/Frame Data/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.