Under Night In-Birth/UNI2/Carmine: Difference between revisions
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=====j.B===== | =====j.B===== | ||
{{MoveData-UNI2 | {{MoveData-UNI2 | ||
|input=jB | |versioned=input | ||
| | |input=jB, jB~B | ||
|jB= | |||
Carmine performs a wide downward strike with a blood crystal. | Carmine performs a wide downward strike with a blood crystal. | ||
*A solid air-to-air button, useful for when j[C] would be too slow. | *A solid air-to-air button, useful for when j[C] would be too slow. | ||
*The active frames on this jumping normal is short, which is not ideal for a jump in/assault starter. | |||
*It's a good normal in air-to-air situations, like against Merkava's glide. | |||
*You can also use the short active frames as a fake out into a low/throw during a grounded assault. | |||
*If you do j.B during the peak of the ground assault it will whiff and you can go for a 2B (low) or throw after wards. | |||
|jB~B= | |||
Carmine creates a second blood crystal to strike again. | |||
*Mostly used for combos. | |||
}} | }} | ||
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===Force Function Variant=== | ===Force Function Variant=== | ||
{{MoveData-UNI2 | {{MoveData-UNI2 | ||
|input=66B+C | |input=66B+C, 66[B+C] | ||
|versioned=input | |versioned=input | ||
| | |66B+C= | ||
[ | Carmine kicks blood at the opponent | ||
|66[B+C]= | |||
Charged version | |||
}} | }} | ||
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|236A= | |236A= | ||
Carmine throws a large spinning blade that travels backwards before leaving a dissolve behind. | Carmine throws a large spinning blade that travels backwards before leaving a dissolve behind. | ||
*You can only have one 236X special on screen at one time. When used with dissolve(s) on screen, all dissolves becomes spinning blades that travel across the ground and towards the opponent. | |||
*Afterwards, all other dissolves disappear. | |||
*The dissolve follow-up comes out in 30f and tracks the opponent on the ground. | |||
*The dissolve follow-up OTG's making it his primary tool in combo extensions. | |||
*The A version sets the spinning blade low to the ground. | |||
*This is an extremely important move in Carmine's repertoire of attacks. | |||
*It's the basis of his okizeme game because of the extended block stun. | |||
*The A version is the most used version to start his okizeme game, pressure, and combo extensions. | |||
*It's also a very good space control tool during the neutral game, especially with dissolves on screen, and forces offensive characters to play patiently. | |||
*It's really good at stopping assault and air assault approaches. You can convert to a full combo if it hits, which leads into his okizeme game. | |||
*If the opponent chicken guards any 236X you can attempt an air unblockable attack to break their guard. | |||
*If you get hit during the attack the blade will disappear, so you can't use this move randomly or liberally within block strings | |||
*You'll need to understand the ranges of your opponents attacks before using this move in block strings because the slow start up makes Carmine susceptible to mashing and reaction interrupts. | |||
*You can chain shift the start-up to keep yourself safe from or apply additional pressure. | |||
|236B= | |236B= | ||
The B version. | The B version. | ||
*Sets the spinning blade higher on the screen before leaving a dissolve on the screen. | |||
*The dissolve follow-up comes out in 30f and reacts the same way as the A version. The B version whiffs on most crouching characters and is not commonly used to set up his okizeme, or pressure game. | |||
*It has it uses in setting up tick throws and command grabs because it whiffs on most crouching characters. | |||
*It's interchangeable with the A version for combo extensions but is particularly useful in the neutral game. | |||
*The higher positioning of the blade controls a lot more air space than the A version effectively shutting down aerial assault approaches. | |||
|236C= | |236C= | ||
The C (EX) version. | The C (EX) version. | ||
*Creates a larger, faster, and longer lasting blade before leaving a dissolve on screen. | |||
*The dissolve follow-up comes out in 29f after the super flash and behaves the same way as the A and B versions. | |||
*It's primarily used for high damage combos off of an overhead, or Infinite Words combos from a Veil Off. | |||
*You can't super cancel 236A/B into 236C since you can only have one 236X on screen but you can super cancel any of his other specials into 236C. | |||
*Can also be used to setup his corner 'infinite' block string into an eventual mix up. | |||
}} | }} | ||
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|j236A= | |j236A= | ||
While in the air, Carmine throws a spinning blade that behaves like the grounded version before leaving a dissolve. | While in the air, Carmine throws a spinning blade that behaves like the grounded version before leaving a dissolve. | ||
*The dissolve follow-up comes out in 33f and behaves the same as way as the grounded versions. Afterwards, all other dissolves disappear. | |||
*The position of the spinning blade is dependent on Carmine's position in the air, the lower you are to the ground the lower the position of the blade will be. | |||
*When Carmine does j.236X it stops his jumping momentum and moves him back. This makes it good for baiting anti-airs after doing an assault or aerial assault. | |||
*You can TK the attack (2369X) but it must be done instantly off the ground; if you try to delay the TK he will perform a full jump attack instead leaving you vulnerable. | |||
*It's used in some corner combos, his neutral game, anti-air baits, and TK is for okizeme. | |||
|j236B= | |j236B= | ||
The B version sets the spinning blade lower on the screen that behaves similar to the grounded version before leaving a dissolve. | The B version sets the spinning blade lower on the screen that behaves similar to the grounded version before leaving a dissolve. | ||
*The dissolve follow-up comes out in 33f and behaves the same way as the grounded versions as well. | |||
*The position of the B version is, again, dependent on Carmine's position in the air but it also throws the blade lower to the ground than the A version. | |||
*Again, it's mostly used in some corner combos, neutral game, anti-air baits, and TK is for okizeme. | |||
|j236C= | |j236C= | ||
The C (EX) version creates a larger, faster, and longer lasting blade before leaving a dissolve. | The C (EX) version creates a larger, faster, and longer lasting blade before leaving a dissolve. | ||
*The dissolve follow-up comes out in 33f after the super flash and behaves the same way as the grounded versions. | |||
*This version of j.236X is not really used in okizeme, pressure, or combos. | |||
*There's some use against Merkava in the neutral game to catch him out of his flight but that is extremely situational. | |||
}} | }} | ||
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{{MoveData-UNI2 | {{MoveData-UNI2 | ||
|input=236X | |input=236X | ||
|description= | |description= | ||
Small wheels produced from a Dissolve puddle on the ground when using either 236X or j236X. | |||
}} | }} | ||
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|623A= | |623A= | ||
Carmine swings his arms in a cross pattern forming two arcing trails of blood crystals that intersect. | Carmine swings his arms in a cross pattern forming two arcing trails of blood crystals that intersect. | ||
*Surprisingly, this attack hits low and is good in his pressure game to catch people mashing, trying to chicken block, or blocking high in anticipation of his charged 6C overhead. | |||
*When activated with a dissolve on screen the dissolve will create an arcing blood trail that arcs towards Carmine. Afterwards, all of the dissolves on screen will disappear. | |||
*The dissolve follow-up comes out in 24f and does not hit low. | |||
*On hit, the attack launches the opponent slightly allowing for combo follow-ups. | |||
*If the opponent is hit by the dissolve follow-up they are launched much higher with a long untechable time allowing for better combo routes and combo conversions from full screen. | |||
*The dissolve follow-up on block has a vacuum effect and if used in conjunction with the attack itself leaves him +2. | |||
*With multiple dissolves spread out on the screen, Carmine can effectively control a lot of ground with this move. | |||
*You're looking to position the opponent on top or behind one of the dissolves to make this option a threat. | |||
*Using 6B+C or 4B+C can help re-position the dissolves to gain an advantageous position. While the hit boxes control a lot of ground space the opponent can jump or air assault over them to punish you. | |||
|623B= | |623B= | ||
The B version has quite a bit of differences from the A version. | The B version has quite a bit of differences from the A version. | ||
*The start up is faster, dissolve follow-up is faster (18f), the hit box is larger, and the recovery is longer. | |||
*While the A version can be used up close with a dissolve nearby, the B version should be spaced further out in order for only the dissolve follow-up to hit. | |||
*It's used mostly during the neutral game and in specific combos. Has anti-air frames, but the hitbox means it only works against deep attacks. | |||
|623C= | |623C= | ||
The fastest and biggest version of the move, both for the move itself and the dissolves following it, and one of Carmine's reversals. | The fastest and biggest version of the move, both for the move itself and the dissolves following it, and one of Carmine's reversals. | ||
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|214A= | |214A= | ||
Carmine throws down a dissolve with one arm that explodes into a blood crystal, then swings his other arm upwards shooting a blood crystal from the ground. | Carmine throws down a dissolve with one arm that explodes into a blood crystal, then swings his other arm upwards shooting a blood crystal from the ground. | ||
*Amazing zoning tool/poke due to it's huge hitboxes for no hurtbox. | |||
*It gives a little bit better advantage during blockstrings than Reverse Beats like 2C>2A, but your opponent is more likely to try and escape. | |||
*You can super cancel on the first or second attack on whiff, block or hit, allowing you to cancel into 236C to gain massive frame advantage into a mix up or additional pressure to push the opponent into the corner, or 214C for a combo mid-screen. | |||
*On hit, both hits launch the opponent allowing you to combo with 5B if done as close as possible on ground hit or 2C on air hit in the corner. | |||
*If blocked at almost full range, being only -2 will let you play footsies for another turn. | |||
*If Carmine is hit on the 9th frame or later, the first hitbox will still come out which makes this an excellent roundstart to beat others like Waldstein's 66B. | |||
|214B= | |214B= | ||
The B version has a bit more range than the A version. | The B version has a bit more range than the A version. | ||
*Disadvantageous on block. | |||
*Both versions are air unblockable so this can be useful against opponents trying to avoid your dissolves on the ground. You will use this a lot in the Merkava matchup. | |||
*Also able to hit opponents off of 3[C] if you have no dissolves on-screen. | |||
*If Carmine is hit on the 10th frame or later, the first hitbox will still come out | |||
|214C= | |214C= | ||
The C (EX) version causes Carmine to jump up and rain blood spikes in the area in front of him. | The C (EX) version causes Carmine to jump up and rain blood spikes in the area in front of him. | ||
*This version moves him in the air rather quickly, which can be used to avoid some grounded attacks | |||
*No invincibility frames on this move so it loses to meaties. | |||
*If done close to the opponent it will automatically put you on the opposite side of the opponent, which is useful to get out of the corner if the opportunity arises. Other than that it's mostly used in combos lead into his Infinite Worth. | |||
*If the opponent blocks the first hit standing you'll be +6 on block unless they are Linne, Mika or Vatista, since they're too small standing to get hit by the first hitbox that overrides all of the following attack's blockstun. (Thanks to [REDACTED] for figuring it out) | |||
}} | }} | ||
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|214[A]= | |214[A]= | ||
When Charged, Carmine does not perform the second attack and the first attack leaves a dissolve trap. | When Charged, Carmine does not perform the second attack and the first attack leaves a dissolve trap. | ||
*If you keep the button held down the dissolve follow-up does not come out; when you release the button the dissolve shoots up a ball that explodes into a blood crystal. | |||
*There is no animation that Carmine has to go through before and after the dissolve follow-up making it amazing for baits and offensive pressure. | |||
*The dissolve follow-up does not interact with other dissolves on screen nor does the 214[X] dissolve interact with other special moves. | |||
*If Carmine is hit before releasing the button the dissolve disappears. | |||
*If Carmine is hit after releasing the button the dissolve follow-up will not disappear making it a good mind game against the opponent. | |||
*The dissolve follow-up on hit launches allowing for combo follow-ups. | |||
*The A version allows you to use it with 6/4B+C, which makes it useful mid screen to deal with back techs or moving the trap around in relation to the opponent. | |||
*The charged version becomes Carmine's best meaty and allows him to go for dissolve pressure during his okizeme game. | |||
*Useful in the neutral game to set up defensive options that can be later turned into offensive options with 6/4B+C. | |||
*You need to pick your spots when using this in neutral because the start up and recovery is slow leaving you susceptible to attacks and giving up ground to the opponent. | |||
|214[B]= | |214[B]= | ||
The B version. | The B version. | ||
*You lose the ability to use 6B+C to chase down back dashes, back techs, and the ability to reposition the dissolve but you gain access to your throw. In addition, the charge & release can be moved back and forth between the B and C buttons by holding down one so you can release the other without ever releasing the charge. This makes this version strong in the corner, where you can do block strings and even combos without ever having to release the charge provided you have enough finger dexterity. | |||
}} | }} | ||
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{{!}} 2A | {{!}} 2A | ||
{{!}} -4 | {{!}} -4 | ||
<!----------> | <!----------> | ||
| gaps= | | gaps= | ||
{{!}} 5A | {{!}} 5A | ||
{{!}} 5C | {{!}} 5C | ||
{{!}} | {{!}} 4F | ||
{{!}}- | {{!}}- | ||
{{!}} 5A | {{!}} 5A | ||
{{!}} 6C | {{!}} 6C | ||
{{!}} | {{!}} 2F | ||
{{!}}- | {{!}}- | ||
{{!}} 2C | {{!}} 2C | ||
{{!}} 3C | {{!}} 3C | ||
{{!}} | {{!}} 2F | ||
{{!}}- | {{!}}- | ||
{{!}} 5BB | {{!}} 5BB | ||
{{!}} 22A | {{!}} 22A | ||
{{!}} | {{!}} 3F | ||
}} | }} | ||
==Videos== | ==Videos== | ||
<!-- Add videos here using this format where xyz is the video ID: {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} --> | <!-- Add videos here using this format where xyz is the video ID: {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} --> | ||
==Resources== | |||
*[https://cdn.discordapp.com/attachments/206283239759937536/1219351431023165531/CarmineCheatSheetByDefi.png?ex=66766ec3&is=66751d43&hm=61486810ff15fc44fbc6abaad6096a154e885b8bf4267d03f5d381dbb3c284de& Carmine Cheat Sheet] by [https://x.com/Defiant_def Defiant] | |||
*[https://cdn.discordapp.com/attachments/206283239759937536/1235251782121426954/CARMINE_LIST2.png?ex=6676edde&is=66759c5e&hm=21dbddc3a7c4dfb9ebe450e36f96e3b9d18d64879e13e7cfa2c561e9be13f826& Carmine Fuzzy j.A Cheat Sheet] | |||
*[https://youtu.be/z7pdJH8R7BM Comprehensive UNICLR Combo Guide] by [https://x.com/porrajint4 Jinta] | |||
*[https://docs.google.com/document/d/1OzfaO6CH-WYpYC0pVYqyqvbJOgqeQy_OZcLVBwkCUFY/edit?usp=sharing How to prank] by [https://x.com/SpineAcht Spinach] and Paddu | |||
== Players to watch == | == Players to watch == |
Latest revision as of 09:34, 21 June 2024
Under Construction
|
Story
Carmine is a brash young man who uses his EXS for his own amusement.
Thus far, no one has been able to defeat him; in Carmine's eyes, they're all hideous failures--including the so-called strongest In-Birth of all.
That changed one Night, however, when Carmine was utterly defeated by a Re-Birth who suddenly appeared before him.
For the first time ever, Carmine experienced fear... but it didn't last for long.
"Someone out there's pissin' me off... I'll feel better once I crush 'im. That's for sure."
Carmine heads out into the final Night with nothing on his mind but the person he hates most.
“ |
Listen up, Mr. High-And-Mighty Lord of Eternity... |
” |
Gameplay
Carmine is a mixed bag of space control with his long range normals and zoning specials, to a hyper aggressive set play character with a plethora of mix up options. He is a high risk/reward character because every aspect of his game play, including his combos, require him to spend his health. You will be treating his life as currency in order to play a neutral game to create openings for his offensive pressure. He is a character that can never be counted out at any point in the match as he becomes increasingly dangerous the lower his life is. The draw backs to Carmine is that he needs to spend a lot of his life to do anything and he lacks a solid reversal option but this balances out his sometimes over whelming options.
Carmine's ability to extend offensive pressure is unique in that it doesn't follow the typical method of anime fighters through dash attacks, as his non-dash specific attacks instantly stops his forward momentum. This means he has to rely more on the range of his normals, frame traps, and certain special moves to create a continuous offense. However, doing this creates gaps in his pressure strings that allow his opponents to counter poke or reversal out, creating a level of risk that needs to be understood when executing these tactics.
During the neutral game you'll want to space control with his long range pokes via 5B, 2C, 5C, and j.C in combination with his zoning tools of 6B, j.6B, 236X, j.236X and 623X. Placing dissolves on the stage is important to establish screen control presence to force your opponent to either play more defensively or take risks to get in on Carmine. This will allow you to capitalize on their risks, create offensive pressure, or gain optimal combo damage once you land a hit. Typically, 6B, 236X, j.236X, and 214X are the ideal methods to place dissolves on the screen. Be careful to not over utilize these attacks since the life loss can add up quickly. Essentially, the goal of Carmine's neutral game is to land any type of hit because he is able to convert stray hits into a full combo that ends in a knockdown to create a mix up/okizeme game after wards.
Carmine's okizeme game involves placing a meaty 236X on top of the opponent then go in with a high/low/throw game and then convert any hit into a combo that ends in a knockdown so the process can be repeated. The other option is to threaten the opponent with a 214[A/B] and have them second guess when they can push a button in fear of getting hit by the follow up attack when you release A or B. This again allows you go for a high/low/throw game that ends in the same way as the 236X route. In this manner, Carmine becomes a heavy set play type of character.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10800 | 5A > 5B > 6C > 6B~B > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1260 | -1000 | 5 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
8 | 2800 | 300 | 4000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 26 | -41794 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
185 | Mid | 6 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
- It has a deceptively far hit box for a 5A.
- It is useful for punishes, pressure, and a situational anti-air against ground assaults or mis-spaced jump ins.
- It is mostly used in block strings to reduce the recovery of his C attacks and in combos after an assault j.X starter.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 570 | Mid | 9 | 5 | 16 | -5 | N, SP, EX, CS | Strike |
- General purpose normal with good reward. Useful as a poke.
- Cancels into 5BB, even on whiff.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | 490 | Mid | 14 | 7 | 14 | -5 | (N), SP, EX, CS | Strike |
- Primarily a hitconfirm or stagger pressure tool from 5B.
- On block, it is only cancelable into 5BBB, while on hit it cancels into other normals.
- It can be whiff cancelled into, which gives it some added utility.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BBB | Unblockable | 16 | Total 50 | +42 | CS | Throw |
- Large window to tech, so don't expect it to work raw.
- Hits the opponent relatively quickly after 5BB, so it catches shield very effectively.
- Also whiff cancellable into, which is most useful when 5BB is made to whiff and bait shield.
- Can be used in hitconfirms, as it lands without a tech window on opponents in hitstun.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5B | 29 | /Data#5B | ||||
5BB | 34 | /Data#5BB | ||||
5BBB | 50 | /Data#5BBB |
5BB :
5BBB :
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
670 | Mid | 15 | 3 | 23 | -8 | N, SP, EX, CS | Strike |
- Does not confirm from 5A, making 5A > 5C not the best string for auto confirms.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
40 | /Data#5C |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
180 | Mid | 6 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
430 | Low | 7 | 5 | 13 | -2 | N, SP, EX, CS | Strike |
- Hits low on frame 7, making it your primary tool for high/low mix.
- This attack hits low but has short range.
- It allows Carmine to OTG off of j.[C] during his combos.
- The limited range doesn't make it good mid-block string due to push back.
- In blocks strings it should be used as a starter during his okizeme game since it can be gatling into his overhead.
- It can also be used as a mix up tool with empty jumps, assault j.[C] (whiff) into 2B for a fake out into the low.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
590 | Low | 11 | 2 | 28 | -14 | N, SP, EX, CS | Strike |
- Insanely huge normal that confirms into itself into a full combo on rebeat without a counter-hit.
- Big whiff recovery
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
40 | /Data#2C |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High | 8 | - | N, SP, EX, CS | Strike, Head |
- The main component of Carmine's F-shiki setups, rising jA becomes an overhead unusually fast, making it difficult to react to.
- Has VERY good proration, so despite how good it is as a mixup tool, the combos it leads to can still easily clear 3.5k damage.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jA |
j.B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB | 410 | High | 10 | 3 | 17 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- A solid air-to-air button, useful for when j[C] would be too slow.
- The active frames on this jumping normal is short, which is not ideal for a jump in/assault starter.
- It's a good normal in air-to-air situations, like against Merkava's glide.
- You can also use the short active frames as a fake out into a low/throw during a grounded assault.
- If you do j.B during the peak of the ground assault it will whiff and you can go for a 2B (low) or throw after wards.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB~B | High | 8 | 2 | 17 [3 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Mostly used for combos.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jB | /Data#jB | |||||
jB~B | /Data#jB~B |
jB~B :
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 604 | High | 12 | 1, 1 | 34 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Punishable if the opponent shields the second hit. Mix in empty assault > 2B to gain respect to use assault jC.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 781 | High | 25 | 1, 2 | 34 [4 on landing] |
Varies | N, SP, EX, CS | Strike, Head |
- Fantastic air normal, arguably one of the best in the game.
- The hitbox becomes extended even further, making it a very good space control tool during the neutral.
- If j.[C] connects with an aerial opponent it will cause a knockdown with a long untechable window.
- This property is used in a lot of his combo extensions. The charge property can be used for mix ups by faking with charged jump C. For example, if you do assault j.[C] you will land before the attack comes out allowing you to do 2B (low) or throw on landing. Jump C can only be shield guarded in the air so it's a good attack to try and guard break the opponent if they air guard 236X/j.236X in the air and are not paying attention.
- Punishable if the opponent shields the second hit, but can be avoided by whiff cancelling j.A after the first hit.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | /Data#jC | |||||
j[C] | /Data#j[C] |
j[C] :
Command Normals
6B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6B 300 VIT (Vorpal: 150 VIT) |
720 | Mid, Air Shield | 14 | 22 | 24 | -2 | UNQ | Projectile |
- A very good projectile in a vacuum, but spamming it is going to drain Carmine's health incredibly fast.
- Will leave a puddle even on trade with another projectile.
- If there is an existing 6B dissolve when another 6B is thrown, the dissolve is moved to the new impact location.
- -2 on block point blank, but has better frame data the further you are.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6B~B | Mid | 18 | 7 | 15 | +3 | SP, EX, CS | Projectile |
- Can be timed to frametrap after 6B on block.
- On hit it brings the opponent towards Carmine, which can help converting hits into combos from far-away confirms.
- On block, it is amazingly positive, but it uses up all your dissolves, and doesn't bring the opponent closer, so it may be better to use 22X to give yourself frame advantage, and lay down a dissolve for the same cost of 6BB.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6[B] 300 VIT (Vorpal: 150 VIT) |
720 | Mid, Air Shield | 13 | Total 38 | -3 | UNQ | Projectile |
- Very useful as a long range anti-air.
- Trajectory can be adjusted by holding a direction after the initial input.
- For 4/7/8/9, projectile curves sharply up and will set a dissolve upon hitting the top of the screen.
- For 1/2/3, projectile flies forward at a lower height than usual.
- On counterhit, your opponent is fully untech until they touch the ground which allows for an easy confirm.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6B | 38 | /Data#6B | ||||
6B~B | 39 | Launch | /Data#6B~B | |||
6[B] | 38 | /Data#6[B] |
6B~B :
6[B] :
j.6B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
720 | Mid, Air Shield | 20 | - | +10(TK) | UNQ | Projectile |
- It stops all forward momentum from a jump and moves Carmine back wards slightly.
- This is perfect in baiting out anti-airs, which could leave the opponent susceptible to a punish combo after wards.
- Gives good frame advantage on block if done low to the ground but is awkward to set up for a block string since you can't jump cancel normals on block.
- Also an excellent combo starter.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#j6B |
j.3C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j3C | 710 | Mid | 15 | - | -1~-7 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j3[C] | 940 | Mid | 23 | Total 43 | -3~+1 | Strike |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j3C | /Data#j3C | |||||
j3[C] | 43 | /Data#j3[C] |
j3[C] :
3B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
564 | Mid | 8 | 3 | 23 | -6 | SP, EX, CS | Strike | 7~10 Head |
- The start up is fast and it contains upper body invincibility making it his go-to anti-air.
- It launches the opponent on hit, which can be converted into a full combo into a knockdown for okizeme options.
- You can dash into 3B if you suspect the opponent will try to jump or assault in. You can option select the combo conversion with 9C.
- On hit you will jump cancel 3B into j.C but on block you will get 5C since you can't jump cancel normals on block.
- The 3B into 5C can create a frame trap by gatling into a charged 3C or a delayed 2C so it's a pretty useful option select.
6C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6C | 550 | Mid | 13 | 3 | 21 | -6 | SP, EX, CS | Strike |
- This has a large vertical hit box but is not really useful as an anti-air due to it's slow start up and lack of upper body invincibility.
- It can be used as a situational anti-air such as underneath Merkava when he's flying.
- Not really used in combos but often seen in block string filler.
- Has less proration than 5C in the middle of a combo, even if they share the same value as starters
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6[C] | 740 | High | 27 | 3 | 26 | -11 | SP, EX, CS | Strike |
- This is Carmine's only standing overhead and is an amazing tool in his mix up game.
- Leads to huge damage with either 100% meter or a dissolve below/behind the opponent.
- The overhead has slow start up so he's susceptible to mashing or reversals.
- To make this safer to use, you can use it after forcing the opponent to block 236X/j.236X.
- Even though the start up is slow the ball indicating it's charging only appears on the 14th frame, making it hard to react to.
- You cannot gatling out of charged 6C so you're committed to the attack but you can special/super cancel on block or hit.
- You can half charge the move to feign the overhead and create a frame trap for opponents who like to mash during block stun.
- It also allows you to gatling after wards so you can go into 2C for a low if the opponent blocks the 6C as an overhead.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6C | 36 | /Data#6C | ||||
6[C] | 55 | Launch | /Data#6[C] |
6[C] :
3C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3C | 781 | Mid | 15 | 5 | 20 | -9 | SP, EX, CS | Strike | 11~16 Head |
- Very large horizontal hit box that reaches farther than 2C but has longer start up.
- The large hit box makes it good for anti-airs at farther ranges, which is useful against attacks like Merkava's glide or Vatista's j.C.
- On hit, it causes a blow back that can only be special/super cancelled. If there are dissolves behind the opponent when they get blown back you can cancel into 623A/B and convert into a full combo after wards.
- In the corner, it usually leads to 22A juggles or sets up Veil Off combos.
- It's also used a lot in block string enders to it's large reach but you cannot gatling out of it.
- Since it leaves you negative on block most people will special cancel into 22A/B to maintain frame advantage but there's a gap between 3C and 22A/B that is susceptible to invincible reversals.
- You can bait these reversals by not cancelling into 22A/B after 3C.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
3[C] | 890 | Mid | 20 | 5 | 20 | -7 | SP, EX, CS | Strike | 17~21 Head |
- Wall bounces on hit.
- If there are no convenient dissolves it can be followed up with 22C or 214B (2nd hit).
- On counter hit it can convert into a full combo, especially on air hit.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
3C | 39 | Launch | /Data#3C | |||
3[C] | 44 | Wall bounce | /Data#3[C] |
3[C] :
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Mid | 10 | 3 | 15 | -4 | SP, EX, CS | Strike | 7~12 Head |
- It blows the opponent back on hit instead of launching.
- Stupid amounts of untechable time against air opponents.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | Launch | /Data#66B |
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1122 | Mid | 15 | 5 | 16 | -1 | SP, EX, CS | Strike |
- On hit it causes a knockdown making it useful for combo extensions as well as combo enders to set up okizeme.
- It has some situational applications in certain match ups, such as against Merkava's start up on his flight.
- -1 on block makes it a very safe option to represent no cancel versus special cancel RPS.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Knockdown | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 300 VIT (Vorpal: 150 VIT) |
320 | Mid | 15 | 3 | 23 | -3 | EX, CS | Strike, Foot | |
B+C (Vorpal) 150 VIT, 0.5 GRD |
352 | Mid | 12 | 3 | 23 | -3 | EX, CS | Strike, Foot |
- It creates a dissolve, consuming health, in front of Carmine if there are no existing dissolves on screen.
- The dissolve it generates has a hit box.
- If there are existing dissolves on screen it will instead manipulate their positions.
- 6B+C will move them forwards while 4B+C moves them backwards.
- Manipulating the positions of the dissolve(s) will not consume any health and each dissolve will have a hit box during the position change.
- It's useful to manipulate the dissolve(s) for better screen positioning, interrupts from full screen, versus back techs with 214[A], and as combo filler.
- Pressing 3 or 1 along BC will make the puddle go further, at the price of having a slower startup: 19 frames without vorpal, and 16 frames with.
Aerial Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB+C 300 VIT, 1 GRD |
320 | Mid | 16 | 3 | 23 | -3 | EX, CS | Strike, Foot | |
jB+C (Vorpal) 150 VIT, 0.5 GRD |
352 | Mid | 12 | 3 | 23 | -3 | EX, CS | Strike, Foot |
- Functionally similar to the grounded version, but used for different purposes.
- Can be used to bait out anti-airs, and in combos low to the ground.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jB+C | 40 | /Data#jB+C | ||||
jB+C (Vorpal) |
37 | /Data#jB+C |
jB+C (Vorpal):
Force Function Variant
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
66B+C 1 GRD |
780 | Mid | 14 | - | -9 | SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
66[B+C] 1 GRD |
1040 | Mid | 22 | - | -4 | SP, EX, CS | Strike |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
66B+C | /Data#66B+C | |||||
66[B+C] | /Data#66[B+C] |
66[B+C] :
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1580 | Unblockable | 4 | 1 | 26 | +61 (hit) | Throw |
- Recovers VIT.
- Carmine's throw game is quite strong due to his okizeme options and is one of the few ways he can regain health so don't neglect to use it.
- The knockdown lasts a long time and allows you to set a 214[X] and maneuver around slightly.
- The opponent can back tech from the throw so if you had set a 214[X] use 6B+C, ]X[ to force pressure on the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | Knockdown | /Data#A+D |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 34 | 37 | Total 34 | +53~+72 | CS | Projectile |
- You can only have one 236X special on screen at one time. When used with dissolve(s) on screen, all dissolves becomes spinning blades that travel across the ground and towards the opponent.
- Afterwards, all other dissolves disappear.
- The dissolve follow-up comes out in 30f and tracks the opponent on the ground.
- The dissolve follow-up OTG's making it his primary tool in combo extensions.
- The A version sets the spinning blade low to the ground.
- This is an extremely important move in Carmine's repertoire of attacks.
- It's the basis of his okizeme game because of the extended block stun.
- The A version is the most used version to start his okizeme game, pressure, and combo extensions.
- It's also a very good space control tool during the neutral game, especially with dissolves on screen, and forces offensive characters to play patiently.
- It's really good at stopping assault and air assault approaches. You can convert to a full combo if it hits, which leads into his okizeme game.
- If the opponent chicken guards any 236X you can attempt an air unblockable attack to break their guard.
- If you get hit during the attack the blade will disappear, so you can't use this move randomly or liberally within block strings
- You'll need to understand the ranges of your opponents attacks before using this move in block strings because the slow start up makes Carmine susceptible to mashing and reaction interrupts.
- You can chain shift the start-up to keep yourself safe from or apply additional pressure.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 34 | 37 | Total 34 | +53~+72 | CS | Projectile |
- Sets the spinning blade higher on the screen before leaving a dissolve on the screen.
- The dissolve follow-up comes out in 30f and reacts the same way as the A version. The B version whiffs on most crouching characters and is not commonly used to set up his okizeme, or pressure game.
- It has it uses in setting up tick throws and command grabs because it whiffs on most crouching characters.
- It's interchangeable with the A version for combo extensions but is particularly useful in the neutral game.
- The higher positioning of the blade controls a lot more air space than the A version effectively shutting down aerial assault approaches.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS, 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 19 | 52 | 16 | +62 | CS | Projectile | 1~3 Throw |
- Creates a larger, faster, and longer lasting blade before leaving a dissolve on screen.
- The dissolve follow-up comes out in 29f after the super flash and behaves the same way as the A and B versions.
- It's primarily used for high damage combos off of an overhead, or Infinite Words combos from a Veil Off.
- You can't super cancel 236A/B into 236C since you can only have one 236X on screen but you can super cancel any of his other specials into 236C.
- Can also be used to setup his corner 'infinite' block string into an eventual mix up.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 34 | /Data#236A | ||||
236B | 34 | /Data#236B | ||||
236C | 34 | /Data#236C |
236B :
236C :
j.236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236A 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 37 | 37 | Total 40 | +70 | Projectile |
- The dissolve follow-up comes out in 33f and behaves the same as way as the grounded versions. Afterwards, all other dissolves disappear.
- The position of the spinning blade is dependent on Carmine's position in the air, the lower you are to the ground the lower the position of the blade will be.
- When Carmine does j.236X it stops his jumping momentum and moves him back. This makes it good for baiting anti-airs after doing an assault or aerial assault.
- You can TK the attack (2369X) but it must be done instantly off the ground; if you try to delay the TK he will perform a full jump attack instead leaving you vulnerable.
- It's used in some corner combos, his neutral game, anti-air baits, and TK is for okizeme.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236B 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 37 | 37 | Total 40 | +70 | Projectile |
- The dissolve follow-up comes out in 33f and behaves the same way as the grounded versions as well.
- The position of the B version is, again, dependent on Carmine's position in the air but it also throws the blade lower to the ground than the A version.
- Again, it's mostly used in some corner combos, neutral game, anti-air baits, and TK is for okizeme.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236C 100 EXS, 300 VIT (Vorpal: 150 VIT) |
Mid, Air, Air Shield | 22 | 52 | Total 40 | +60 | Projectile | 1~3 Throw |
- The dissolve follow-up comes out in 33f after the super flash and behaves the same way as the grounded versions.
- This version of j.236X is not really used in okizeme, pressure, or combos.
- There's some use against Merkava in the neutral game to catch him out of his flight but that is extremely situational.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j236A | 40 | /Data#j236A | ||||
j236B | 40 | /Data#j236B | ||||
j236C | 40 | /Data#j236C |
j236B :
j236C :
Spin! (Dissolve)
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Mid, Air, Air Shield | 30 | 18 | - | Varies | Foot, Projectile |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#236X |
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | Low | 18 | 6 | 12 | -4[+2] | EX, CS | Strike | 15~23 Head, 12~23 Dive |
- Surprisingly, this attack hits low and is good in his pressure game to catch people mashing, trying to chicken block, or blocking high in anticipation of his charged 6C overhead.
- When activated with a dissolve on screen the dissolve will create an arcing blood trail that arcs towards Carmine. Afterwards, all of the dissolves on screen will disappear.
- The dissolve follow-up comes out in 24f and does not hit low.
- On hit, the attack launches the opponent slightly allowing for combo follow-ups.
- If the opponent is hit by the dissolve follow-up they are launched much higher with a long untechable time allowing for better combo routes and combo conversions from full screen.
- The dissolve follow-up on block has a vacuum effect and if used in conjunction with the attack itself leaves him +2.
- With multiple dissolves spread out on the screen, Carmine can effectively control a lot of ground with this move.
- You're looking to position the opponent on top or behind one of the dissolves to make this option a threat.
- Using 6B+C or 4B+C can help re-position the dissolves to gain an advantageous position. While the hit boxes control a lot of ground space the opponent can jump or air assault over them to punish you.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | Low | 11 | 6 | 18 | -10[-5] | EX, CS | Strike | 6~16 Head, 3~16 Dive |
- The start up is faster, dissolve follow-up is faster (18f), the hit box is larger, and the recovery is longer.
- While the A version can be used up close with a dissolve nearby, the B version should be spaced further out in order for only the dissolve follow-up to hit.
- It's used mostly during the neutral game and in specific combos. Has anti-air frames, but the hitbox means it only works against deep attacks.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100 EXS |
Mid | 13 | 12 | 20 | -12~+11 | CS | Strike | 1~13 Full |
- Can be spaced to be safe or even plus for some godforsaken reason. Safe on roll, hard to backdash, so it is nigh-riskless midrange tool with full invulnerability.
- Has long startup compared to most reversals, but is still very good against frame traps.
- Invulnerable for an incredibly long period of time, so it's likely to beat out basically any other reversal used against it.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 35 | /Data#623A | ||||
623B | 34 | /Data#623B | ||||
623C | 44 | /Data#623C |
623B :
623C :
Pulverize! (Dissolve)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A (Dissolve) | Mid, Air, Air Shield | 24 | 7 | - | +20 | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B (Dissolve) | Mid, Air, Air Shield | 17 | 7 | - | +14 | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C (Dissolve) | Mid, Air, Air Shield | 16 | 7 | - | +3 | Projectile |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A (Dissolve) |
/Data#623A | |||||
623B (Dissolve) |
/Data#623B | |||||
623C (Dissolve) |
/Data#623C |
623B (Dissolve):
623C (Dissolve):
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | Mid | 13 | 2(9)7 | 24 | -2 | EX, CS |
- Amazing zoning tool/poke due to it's huge hitboxes for no hurtbox.
- It gives a little bit better advantage during blockstrings than Reverse Beats like 2C>2A, but your opponent is more likely to try and escape.
- You can super cancel on the first or second attack on whiff, block or hit, allowing you to cancel into 236C to gain massive frame advantage into a mix up or additional pressure to push the opponent into the corner, or 214C for a combo mid-screen.
- On hit, both hits launch the opponent allowing you to combo with 5B if done as close as possible on ground hit or 2C on air hit in the corner.
- If blocked at almost full range, being only -2 will let you play footsies for another turn.
- If Carmine is hit on the 9th frame or later, the first hitbox will still come out which makes this an excellent roundstart to beat others like Waldstein's 66B.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | Mid | 14 | 2(13)7 | 27 | -5 | EX, CS |
- Disadvantageous on block.
- Both versions are air unblockable so this can be useful against opponents trying to avoid your dissolves on the ground. You will use this a lot in the Merkava matchup.
- Also able to hit opponents off of 3[C] if you have no dissolves on-screen.
- If Carmine is hit on the 10th frame or later, the first hitbox will still come out
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C 100 EXS |
Mid, Air, Air Shield | 16 | - | +2 | CS | Strike |
- This version moves him in the air rather quickly, which can be used to avoid some grounded attacks
- No invincibility frames on this move so it loses to meaties.
- If done close to the opponent it will automatically put you on the opposite side of the opponent, which is useful to get out of the corner if the opportunity arises. Other than that it's mostly used in combos lead into his Infinite Worth.
- If the opponent blocks the first hit standing you'll be +6 on block unless they are Linne, Mika or Vatista, since they're too small standing to get hit by the first hitbox that overrides all of the following attack's blockstun. (Thanks to [REDACTED] for figuring it out)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 54 | /Data#214A | ||||
214B | 62 | /Data#214B | ||||
214C | /Data#214C |
214B :
214C :
214[X]
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214[A] 300 VIT (Vorpal: 150 VIT) |
Mid | 31 | 5 | 18 | -1 | EX, CS | Strike |
- If you keep the button held down the dissolve follow-up does not come out; when you release the button the dissolve shoots up a ball that explodes into a blood crystal.
- There is no animation that Carmine has to go through before and after the dissolve follow-up making it amazing for baits and offensive pressure.
- The dissolve follow-up does not interact with other dissolves on screen nor does the 214[X] dissolve interact with other special moves.
- If Carmine is hit before releasing the button the dissolve disappears.
- If Carmine is hit after releasing the button the dissolve follow-up will not disappear making it a good mind game against the opponent.
- The dissolve follow-up on hit launches allowing for combo follow-ups.
- The A version allows you to use it with 6/4B+C, which makes it useful mid screen to deal with back techs or moving the trap around in relation to the opponent.
- The charged version becomes Carmine's best meaty and allows him to go for dissolve pressure during his okizeme game.
- Useful in the neutral game to set up defensive options that can be later turned into offensive options with 6/4B+C.
- You need to pick your spots when using this in neutral because the start up and recovery is slow leaving you susceptible to attacks and giving up ground to the opponent.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214[B] 300 VIT (Vorpal: 150 VIT) |
Mid | 31 | 5 | 18 | -1 | EX, CS | Strike |
- You lose the ability to use 6B+C to chase down back dashes, back techs, and the ability to reposition the dissolve but you gain access to your throw. In addition, the charge & release can be moved back and forth between the B and C buttons by holding down one so you can release the other without ever releasing the charge. This makes this version strong in the corner, where you can do block strings and even combos without ever having to release the charge provided you have enough finger dexterity.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214[A] | 53 | /Data#214[A] | ||||
214[B] | 53 | /Data#214[B] |
214[B] :
214]X[
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Mid | - | EX, CS | Strike |
- Launches on hit.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#214]X[ |
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A 300 VIT (Vorpal: 150 VIT) |
Low | 18 | 3 | 25 | +2 | EX, CS | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B 300 VIT (Vorpal: 150 VIT) |
Low | 18 | 3 | 25 | +2 | EX, CS | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C 300 VIT (Vorpal: 150 VIT) |
Low | 16 | 3 | 24 | +3 [+4] | EX, CS | Projectile | 1~3 Throw |
- Mostly used as a combo ender to get extra damage and set up Carmine's offense, or get some GRD by concentrating.
- Actually very useful in neutral; tracks the opponent, is air unblockable, always confirmable, and has low commitment anyway.
Launch! (Dissolve)
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Low | 18 | 3 | 25 | +2 | EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
44 | /Data#22X |
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Unblockable | 10 | 2 | Total 46 | +52(hit) | CS | Throw | 1~10 Full |
- Recovers 1200 VIT over time.
- Carmine will not sustain self-inflicted damage while regenerating health.
- Avoidable post-super flash by jumping.
- Is a fully invincible reversal.
- Will connect one frame earlier and against airborne opponents if used during a combo.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
46 | /Data#214B+C |
Supers
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
Low (ground spikes only), Mid, Air, Air shield | 7 | Total 73 | -38~-22 | Strike, Projectile | 1~25 Full |
- Amazing for whiff punishing committal moves as it tracks full screen
- Has a dead zone slightly above Carmine
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
73 | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B | 2A | -4 |
2B | 2A | -4 |
3B | 2A | 0 |
5C | 2A | -2 |
2C | 2A | -4 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | 4F |
5A | 6C | 2F |
2C | 3C | 2F |
5BB | 22A | 3F |
Videos
Resources
- Carmine Cheat Sheet by Defiant
- Carmine Fuzzy j.A Cheat Sheet
- Comprehensive UNICLR Combo Guide by Jinta
- How to prank by Spinach and Paddu
Players to watch
Players listed here are either top-level/high-level players of the character who provide excellent reference footage, or high to mid level players actively playing the game and outputting reference footage across a variety of playstyles as a result. The purpose of this list is to provide a wide list of playstyles and reference footage for newer players to look to. (Classed in alphabetical order)
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Jinta Youtube |
Brazil |
Active | Started in EL
| |
Notes Youtube |
Japan |
Active | Started in EL
Strongest Carmine player in Japan if not in the world, also the only one to have won an offline major yet at EVO Japan 2020
| |
Paddu | European Union |
Inactive | Started in [ST]
Strongest Carmine player in Europe
| |
PapaPesto | United States |
Active | Started in [CL-R]
| |
Schoolbus Youtube Twitch |
United States |
Inactive | Started in EL
| |
Spinach |
United States |
Active | Started in EL
Strongest Carmine player in America, does well in tournaments since ST
|