BBTag/Carmine

From Dustloop Wiki
Overview

Template:CharaOverview

Normal Moves

5A

Version 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

  • Jump cancellable on hit and block
  • Throw cancellable

5A is a very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.


  • Throw cancellable

5AA is combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.


5AAA continues the trend of being easily hit confirmable. Mostly combo filler.


  • 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.
  • Side swaps on hit.

5AAAA is a Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.

It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.

As of 2.0, you can perform a cross raid from this ender, which ensures the opponent doesn't swap sides with you meanwhile you still retain healing properties.

5B

Version 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.
5B
5BB

  • Uses up 750 HP to set a dissolve upon hitting the opponent or the corner

Fast projectile that leaves a dissolve immediately upon contacting the opponent or the ground. Unlike in UNI, this move is special cancellable, which enables great pressure when cancelled into 214X or 236X since the dissolve attack will immediately kick in as a result.


  • Uses up all dissolve pools without any HP cost.

5BB is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.

5C

2A

2B

2C

j.A

j.B

j.C

EX Thrust!

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.

  • Sets two dissolves down, unlike its original version from UNI.
  • Costs twice as much health (1500 HP!) as other health-consuming moves.
  • 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.
  • Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.

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 air combo ender besides j.b, and you can actually still get good oki from 236x off of this.


Universal Mechanics

Ground Throw

5B+C

Pulverize!

5A+D


Skills

Spin!

236A/B (Air OK)

Version 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 A
Ground B
Air A
Air B
Puddle

  • Creates a dissolve at the cost of 750 HP
  • Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.
  • Extremely advantageous on block.

"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists.

His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates.

Launch!

214A/B

Thrust!

214C

Version 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.
Attack
Puddle

  • Costs 750 HP
  • Knocks down
  • Detonation launches
  • The detonation uses all previous dissolves but does not set one after

A two part attack that begins with Carmine performing a swipe downward that knocks down and sets a dissolve, and ends with a blood explosion from all dissolves on screen shortly after. Carmine can only set down one trap in BBTAG and he cannot control the detonation timing. However, this is made up with the fact that it now interacts with each and every dissolve previously placed meaning you can cover a good portion of the screen when given the opportunity. 214C can be used to punish opponents from retaliating, or condition them to not try to punish this move as any slow enough attack will lead to them getting punished by the detonation. Additionally, the knock down combined with the delayed followup makes this move a suitable oki tool.


Extra Skills

Spin!

236C (Air OK)


Partner Skills

5P

UNI Dash C

6P

Spin!

4P

Thrust!


Distortion Skills

Hahahaha! Be Devoured!

236B+C

No Escape...!

214B+C


Distortion Skill Duo

Hahahaha! Be Devoured!

P during Partner's Distortion Skill


Astral Heat

You Shit! This is the END!

222B+C




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Page Status Score
Overview Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated {{{OverviewScore}}}/15
Combos Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work. {{{CombosScore}}}/10
Strategy Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications. {{{StrategyScore}}}/25
Frame Data Complete, up to date for v1.5 {{{FrameDataScore}}}/50

Click here for the scoring criteria to assess character page completion.


External References

Navigation

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