BBTag/Carmine/Frame Data

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System Data[edit]

Health:18,000
Prejump:4F
Backdash:32F (1~7F Inv All)
Unique Movements:
  • Backdash is 41F but can cancel into all actions on 33F


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5A 1100 All 9 3 25 -11 B - 100 85 - 3 16 17 17 22 31 11 +0 +2 -
5AA 1100 All 14 7 16 -6 B - 100 85 - 3 16 17 17 22 31 11 +0 +2 -
5AAA 1300 All 15 3 30 -14 B - 100 90 - 4 18 19 19 24 34 12 +0 +5 -
5AAAA 0*2, 800*3, 100 All 12 2 32 -15 B - 100 85 (Once) - 4 18 19*4, Launch Stand*4, 30 + Slide 3 - - 3 3, 0*5 - -
  • 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 800 Low 7 5 13 -6 F - 90 80 - 1 11 12 12 16 23 9 +0 +0 -
5B 1500 All 14 Until Hit Total: 42 -2 P1 - 100 85 - 3 16 17 32 22 46 4/+10 +10 +12 -
5BB 2200 All 15 7 Total: 36 -3 P1 - 100 70 (Once) - 3 18 Launch 30 Launch 44 11 +0 +2 -
2B 1100 All 8 2 30 -15 B 5~9 H 90 85 - 3 16 17 25 22 39 11 +0 +2 -
5C 800+ High 26 3 3+13L -4 H - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1300 Low 11 2 29 -12 F - 90 80 - 4 18 Launch 30 Launch 45 12 +0 +5 -
j.A 1000*2 High 11 4,2 18 - H - 80 85 (Once) - 3 16 17 22 22 36 11 +0 +2 -
j.AA 1100 High 7 3 18 - H - 80 85 - 3 16 17 22 22 36 11 +0 +2 -
j.B 1500 All 19 Until Hit Total: Until L+16L - P1 - 80 85 - 3 13 17 40 22 54 4/+10 +10 +12 -
j.BB 2200 All 15 7 Total: Until L+0L - P1 - 80 70 - 3 18 Launch 30 Launch 44 11 +0 +2 -
j.C 1000*4 All 14 2(7)2*3 Total: Until L+16L - H, P1*3 - 80 80 (Once) - 4 18 19, Launch*3 24 + Slide 1 + Down 10, 40*3 24, Launch*3 39 + Slide 1 + Down 10, 55*3 7, 0/+3*3 +0, +3*3 +5, +8*3 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 4 - Crumple 47 - - - - 0, 12 - -
  • Heals the greater of 2000 HP or 50% of his missing red health
Pulverize!
Reversal Action
500*11 Air Unblockable 12 1*11 43 -27 B 1~22 All 80 60 (Once) - 3 16 Launch 50 Launch 64 1*7, 5*3, 8 +1 +3 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Spin!
236A
1200*2 All 47 12*4 Total: 37 - P1 - 80 80 (Once) - 3 16 17 24 22 38 0/+6 +6 +8 -
B Spin!
236B
1200*2 All 47 12*4 Total: 37 - P1 - 80 80 (Once) - 3 16 17 24 22 38 0/+6 +6 +8 -
Air A Spin!
j.236A
1200*2 All 46 12*4 Total: 40 - P1 - 80 80 (Once) - 3 16 17 24 22 38 0/+6 +6 +8 -
  • If Carmine lands during the move, Carmine has 15F landing recovery
Air B Spin!
j.236B
1200*2 All 46 12*4 Total: 40 - P1 - 80 80 (Once) - 3 16 17 24 22 38 0/+6 +6 +8 -
  • If Carmine lands during the move, Carmine has 15F landing recovery
Spin! (Puddle) 1500 All 37 18 - - P1 - 80 95 - 3 16 Launch 17 Launch 31 0/+8 +8 +10 -
A Launch!
214A
2000 Low 18 3 Total: 46 -1 P1 - 80 80 - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
B Launch!
214B
2000 Low 18 3 Total: 46 -1 P1 - 80 80 - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
Launch! (Puddle) 1500 All 14 2 Total: 40 -9 P1 - 70 95 - 3 17 Launch 60 Launch 74 0/+8 +8 +10 -
  • Considered part of Launch! No additional damage scaling applied.
Thrust!
214C
2000 Low 18 3 Total: 46 -1 P1 - 80 80 - 3 16 Launch 30 Launch 44 0/+11 +11 +13 -
Thrust! (Puddle) 2000 All 27 after Thrust! ends 18 - - P1 - 100 80 (Once) - 4 18 Launch 30 Launch 45 0/+11 +11 +13 -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Spin!
236C
600*7 All 19 15,4*6 Total: 33 +40 P1 - 80 80 (Once) - 3 16 Launch 24 Launch 38 0/+3 +3 +5 -
Air EX Spin!
j.236C
600*7 All 22 - Total: 37 - P1 - 80 80 (Once) - 3 16 Launch 24 Launch 38 0/+3 +3 +5 -

Partner Skills[edit]

  • 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.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Dash C
1700 All (18)+18 7 31 -19 B - 70 85 - 4 18 Launch 60 + GBounce - - 12 +0 - -
6P
Spin!
1200*2 All (18)+48 12*4 Total: (18)+43 - P - 100 80 (Once) - 3 16 17 24 - - 0/+6 +6 - -
4P
Thrust!
1500*2 All (18)+15 2(19)7 Total: (18)+73 -10 P - 70 80 (Once) - 3 16 Launch 25, 45 - - 0/+10, 11 +10, +0 - -

Distortion Skills[edit]

  • 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)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Hahahaha! Be Devoured!
236B+C
500*3, 400*8, 580*2, 2000 <2000*2>
[500*3, 400*8, 550*5, 2000 <2500*2>]
Low, All*5 4+(59 Flash)+8 5,2*5 Total: 96 -56 P2 1~29 All 80 100*13 [*16], 60 - 4 18 Launch 60, 200*2, 90*11 [*14] - - 0, 0/+3*2 0, 0/+3*2, 0/+100*7, 0, 0/+12*3 [*6] - -
  • 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
3000, 100 [4000, 100] All 12+(37 Flash)+11 3 Total: 69 -37 P2 1~32 All 80, 100 80 (Once) - 0 9 Launch 5 Launch 16 0 0, 0/+180 0, +180 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 620 [820]
Hahahaha! Be Devoured!
Distortion Skill Duo
100*14, 300, 800 <500*2>
[100*8, 300, 200*2, 100*5, 1000 <750*2>]
All 1+(95 Flash)+1 5,2*5 Total: 68 -40 P2 1~19 All 100 100 - 4 18 Launch 60, 200*2, 90*11 [*14] - - 0, 0/+3*2 0, 0/+3*2, 0/+100*7, 0, 0/+12*3 [*6] - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • Values in <> are when first his whiffs or is blocked

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
You Shit! This is the END!
222B+C
- All 1+(80 Flash)+16 9 175 -126 P2 1~27 All - - - 5 20 - - - - 0/+3 - - -

Revolver Action Table[edit]

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[edit]

Navigation[edit]

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