BBTag/Carmine/Frame Data

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Carmine


Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Carmine 18,000 4F 32F (1~7F Inv All)
  • Backdash is 41F but can cancel into all actions on 33F

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
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 4 18 19×4, Launch Stand×4, 30 + Slide 3 3 3, 0×5
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 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 +7 at best H, P1×3 80 80 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

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Crumple 47 0, 12
AD Pulverize! 500×11 Air Unblockable 12 1×11 43 -27 B 1~22 All 80 60 3 16 Launch 50 Launch 64 1×7, 5×3, 8 +1 +3


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Spin! 1200×2 All 47 12×4 Total: 37 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8
236B B Spin! 1200×2 All 47 12×4 Total: 37 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8
j.236A Air A Spin! 1200×2 All 46 12×4 Total: 40 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8
j.236B Air B Spin! 1200×2 All 46 12×4 Total: 40 P1 80 80 3 16 17 24 22 38 0/+6 +6 +8
236A Puddle Spin! (Puddle) 1500 All 37 18 P1 80 95 3 16 Launch 17 Launch 31 0/+8 +8 +10
214A A Launch! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
214B B Launch! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
214A Puddle Launch! (Puddle) 1500 All 14 2 Total: 40 -9 P1 70 95 3 17 Launch 60 Launch 74 0/+8 +8 +10
214C Thrust! 2000 Low 18 3 Total: 46 -1 P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
214C Puddle 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

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Spin! 600×7 All 19 15,4×6 Total: 33 +40 P1 80 80 3 16 Launch 24 Launch 38 0/+3 +3 +5
j.236C Air EX Spin! 600×7 All 22 Total: 37 P1 80 80 3 16 Launch 24 Launch 38 0/+3 +3 +5


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.

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P UNI 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 3 16 17 24 0/+6 +6
4P Thrust! 1500×2 All (18)+15 2(19)7 Total: (18)+73 -10 P 70 80 3 16 Launch 25, 45 0/+10, 11 +10, +0


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)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Hahahaha! Be Devoured! 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]
214BC No Escape...! 3000, 100 [4000, 100] All 12+(37 Flash)+11 3 Total: 69 -37 P2 1~32 All 80, 100 80 0 9 Launch 5 Launch 16 0 0, 0/+180 0, +180
Distortion Skill Duo Hahahaha! Be Devoured! 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]


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC You Shit! This is the END! All 1+(80 Flash)+16 9 175 -126 P2 1~27 All 5 20 0/+3


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5ABBTag Carmine 5A.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-11
5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Carmine 5AA.pngGuard:
All
Startup:
14
Recovery:
16
Advantage:
-6
5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Carmine 5AAA.pngGuard:
All
Startup:
15
Recovery:
30
Advantage:
-14
5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAABBTag Carmine 5AAAA.pngGuard:
All
Startup:
12
Recovery:
32
Advantage:
-15
- - - -
2ABBTag Carmine 2A.pngGuard:
Low
Startup:
7
Recovery:
13
Advantage:
-6
[3]
2A[+] - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Carmine 5B.pngGuard:
All
Startup:
14
Recovery:
Total: 42
Advantage:
-2
- 5BB[+] - Special, Super
5BBBBTag Carmine 5BB.pngGuard:
All
Startup:
15
Recovery:
Total: 36
Advantage:
-3
- - - Jump[-], Special, Super
2BBBTag Carmine 2B.pngGuard:
All
Startup:
8
Recovery:
30
Advantage:
-15
- - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Carmine 5C.pngGuard:
High
Startup:
26
Recovery:
3+13L
Advantage:
-4
- - - -
2CBBTag Carmine 2C.pngGuard:
Low
Startup:
11
Recovery:
29
Advantage:
-12
- - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Carmine jA.pngGuard:
High
Startup:
11
Recovery:
18
Advantage:
-
j.AA - - Reverse Beat, Jump, Special, Super
j.AABBTag Carmine jAA.pngGuard:
High
Startup:
7
Recovery:
18
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.BBBTag Carmine jB.pngGuard:
All
Startup:
19
Recovery:
Total: Until L+16L
Advantage:
-
- j.BB[+] - Special, Super
j.BBBBTag Carmine jBB.pngGuard:
All
Startup:
15
Recovery:
Total: Until L+0L
Advantage:
-
- - - Reverse Beat, Jump, Special, Super
j.CBBTag Carmine jC.pngGuard:
All
Startup:
14
Recovery:
Total: Until L+16L
Advantage:
+7 at best
- - - -
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

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