BBTag/Carmine

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Overview

Overview

Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.

Carmine


BBTag Carmine Portrait.png
Health
18,000
Prejump
4F
Backdash
32F (1~7F Inv All)
Fastest Attack
2A (7F)
Reversals
A+D (12F)
236B+C (12F)
214B+C (23F)

Carmine

Pros Cons
  • Has some of the highest damage outputs in the game even without assists.
  • Above average health
  • Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.
  • Great pressure and lockdown thanks to his specials, which is also helped by his dissolves.
  • Good space control thanks to his great normals, his specials and his dissolves.
  • In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.
  • Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.
  • Certain commands will recover some of his lost health.
  • Has an unblockable setup which becomes confirmable with a delayed assist.
  • Glass Cannon. His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1.
  • While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.
  • Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.
  • Unlike back in UNI, he now only has one EX move/Extra Skill, making his capabilities with meter a bit more limited.


EXS of Lifeblood: Blood Spike

Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 5 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves.

Dissolve Manipulators:

  • 5BB (Spiked Blood Column)
  • j.BB (Spiked Blood Column)
  • Spin! (Blood Wheel)
  • Launch! (Blood Column)
  • No Escape! (Blood Column)

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1100 All 9 3 25 -11 B
5AA 1100 All 14 7 16 -6 B
5AAA 1300 All 15 3 30 -14 B
5AAAA 0×2, 800×3, 100 All 12 2 32 -15 B
  • 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.


  • Heals Carmine on hit. See Blood Absorb section in Overview for more details
  • 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.

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.

Version Level P1 P2
5A 3 100 85
5AA 3 100 85
5AAA 4 100 90
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

  • First time this is used in a combo, heals the greater of 2000 HP or 50% of his red health
  • Subsequent times this is used in a combo, heals the greater of 1000 red health or 25% of his red health


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 14 Until Hit Total: 42 -2 P1
5BB 2200 All 15 7 Total: 36 -3 P1
  • 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.

Version Level P1 P2
5B 3 100 85
5BB 3 100 70 (Once)

5B:

  • Converts 750 health into red health
  • Sets a Dissolve puddle upon touching the opponet or the corner


5BB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 3+13L -4 H

UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving, having a big hitbox, and generally being safer on block. Also has its uses for quick, same-side knockdowns to ends combos.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Low 7 5 13 -6 F
  • Throw cancellable

low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. This is generally your low mixup. Jump cancellable on block.

Level P1 P2
1 90 80


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 All 8 2 30 -15 B 5~9 H

Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul.

Level P1 P2
3 90 85


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Low 11 2 29 -12 F
  • Very long-ranged sweep.

Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please.

Level P1 P2
4 90 80


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000×2 High 11 4,2 18 H
j.AA 1100 High 7 3 18 H

j.A is Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits.


Since j.AA cannot be used on it's own, it is primarily used as combo fodder

Version Level P1 P2
j.A 3 80 85
j.AA 3 80 85

j.A:
j.AA:


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 All 19 Until Hit Total: Until L+16L P1
j.BB 2200 All 15 7 Total: Until L+0L P1
  • Knocks down

Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.


  • Uses up all dissolve pools with no HP cost.

j.BB can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.

Version Level P1 P2
j.B 3 80 85
j.BB 3 80 70

j.B:

  • Converts 750 health into red health
  • Sets a Dissolve puddle upon touching the opponet or the ground


j.BB:


j.C

EX Thrust!

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×4 All 14 2(7)2×3 Total: Until L+16L +7 at best H, P1×3
  • 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.

Level P1 P2
4 80 80
  • Converts 1500 health into red health
  • Sets 2 Dissolve puddle upon touching the ground


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Heals Carmine on hit. See Blood Absorb section in Overview for more details
  • Causes crumple state on hit
  • Special cancellable

Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000
  • First time this is used in a combo, heals the greater of 2000 HP or 50% of his red health


Pulverize!

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×11 Air Unblockable 12 1×11 43 -27 B 1~22 All

Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset.

Level P1 P2
3 80 60
  • Minimum Damage 25×11 (275)


Skills

Spin!

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1200×2 All 47 12×4 Total: 37 P1
236B 1200×2 All 47 12×4 Total: 37 P1
j.236A 1200×2 All 46 12×4 Total: 40 P1
j.236B 1200×2 All 46 12×4 Total: 40 P1
  • 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. No way to create a blockstring into this special.

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.

Version Level P1 P2
236A 3 80 80
236B 3 80 80
j.236A 3 80 80
j.236B 3 80 80

236A:

  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×2 (120)


236B:

  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×2 (120)


j.236A:

  • If Carmine lands during the move, Carmine has 15F landing recovery
  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×2 (120)


j.236B:

  • If Carmine lands during the move, Carmine has 15F landing recovery
  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×2 (120)


Launch!

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2000 Low 18 3 Total: 46 -1 P1
214B 2000 Low 18 3 Total: 46 -1 P1
  • Summons an additional crystal on every dissolve.
  • Both versions have slight tracking
  • Sets down dissolves
  • All 214X buttons are +0 on block with a puddle

Mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.

Version Level P1 P2
214A 3 80 80
214B 3 80 80

214A:

  • Converts 750 health into red health
  • Minimum Damage 100


214B:

  • Converts 750 health into red health
  • Minimum Damage 100


Extra Skills

Thrust!

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 18 3 Total: 46 -1 P1
  • 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.

Level P1 P2
3 80 80
  • Converts 750 health into red health
  • Minimum Damage 200


Spin!

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 600×7 All 19 15,4×6 Total: 33 +40 P1
j.236C 600×7 All 22 Total: 37 P1
  • Halves startup for the price of 1 bar

Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos). Fast enough to be a true blockstring after 5B/j.B.

Version Level P1 P2
236C 3 80 80
j.236C 3 80 80

236C:

  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×7 (420)


j.236C:

  • Converts 750 health into red health
  • Sets a Dissolve puddle when wheel ends
  • Minimum Damage 60×7 (420)


Partner Skills

5P

UNI Dash C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+18 7 31 -19 B

A decently tall assist that causes floorbounce on hit.

Level P1 P2
4 70 85
  • Minimum Damage 85


6P

Spin!

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 All (18)+48 12×4 Total: (18)+43 P
  • Sets new/triggers existing dissolves, like Carmine's regular 236X.
  • Still takes Carmine's life to use this assist

Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.

Level P1 P2
3 100 80
  • Minimum Damage 60×2 (120)


4P

Thrust!

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+15 2(19)7 Total: (18)+73 -10 P

A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.

Level P1 P2
3 70 80
  • Minimum Damage 75×2 (150)


Distortion Skills

Hahahaha! Be Devoured!

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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
  • Is a low up-close

Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.

Level P1 P2
4 80 100×13 [×16], 60
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3000, 100 [4000, 100] All 12+(37 Flash)+11 3 Total: 69 -37 P2 1~32 All
  • Tracks opponent's position.
  • Catches opponent in the air if they're close to the ground.

Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. Can even re-stand if you hit opponents during the end of this moves duration.

Level P1 P2
0 80, 100 80
  • Values in [] are for Enhanced version
  • Minimum Damage: 620 [820]



Distortion Skill Duo

Hahahaha! Be Devoured!

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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
  • Not a low
  • The full attack will not hit two characters

High damage DHC, very good for finishing off a cross combo.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • Values in <> are when first his whiffs or is blocked


Astral Heat

You Shit! This is the END!

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(80 Flash)+16 9 175 -126 P2 1~27 All
  • Tracks almost everywhere on the screen, does not go above a certain height.

Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)

Level P1 P2
5


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