Under Night In-Birth/UNI2/Carmine

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Uni2 profile carmine.png

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...
If you thought you could kick back on your throne forever, you're dead wrong.

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
  • Oppressive Extended Pressure: Blood pools and other specials moves make for strong okizeme tools, and also serve as pressure resets when used effectively. This allows Carmine to run constant mixups on the opponent with Assault, F-Shikis, command overheads, crossups, and anti-shield grab options.
  • Space Control: While they make for great offensive tools, Carmine's variety of projectiles and large normals also give him amazing area denial and lockdown ability, giving him plenty of opportunities to start his offense from midrange exchanges. He is also equipped with an excellent close range anti-air, and a fullscreen, tracking, air unblockable ground spike.
  • Mobility: Carmine's run is very fast, complemented by a good backdash and options to cover his retreat using blood pools, so he can get around neutral very effectively.
  • Damage Potential: To offset his health expenditure on his attacks, Carmine can deal massive damage with the right setups, making defending against him very risky.
  • Health as a Resource: Carmine's central gimmick has many of his moves drain from the player's HP when used. While he has tools to heal with, and very strong snowball potential, in practice Carmine has one of the lowest effective health pools in the game, making him a very volatile character.

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
  • Certain moves cost health, but in return those attacks leave a Dissolve puddle.
    • Health cost of each move is 300.
    • Dissolves are activated in various ways to attack the opponent.
  • Throw and command throws regain health.
Vorpal Trait
  • Dissolve self damage reduced to 150.
  • Force Function startup decreased.
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
5A
5A
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
185 Mid 6 2 12 -2 N, SP, EX, CS Strike
Carmine's fastest normal.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#5A
5A :
5B
5B
5B
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5B 570 Mid 9 5 16 -5 N, SP, EX, CS Strike
Carmine performs a raising elbow attack with a trail of blood crystals.
  • 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
Carmine takes a step forward and does a raising elbow attack with his other arm.
  • 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
Carmine leaps forward and grabs the opponent by the throat for a techable throw. Switches sides.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 29 /Data#5B
5BB 34 /Data#5BB
5BBB 50 /Data#5BBB
5B :

5BB :

5BBB :

5C
5C
5C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
670 Mid 15 3 23 -8 N, SP, EX, CS Strike
Carmine swings his arm leaving behind a trail of blood crystals.
  • Does not confirm from 5A, making 5A > 5C not the best string for auto confirms.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
180 Mid 6 2 12 -2 N, SP, EX, CS Strike
Smaller than 5A, but is now 6F in UNI2 instead of 7F making it more viable than previously for mashing and rebeating.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#2A
2A :
2B
2B
2B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
430 Low 7 5 13 -2 N, SP, EX, CS Strike
Carmine performs a crouching low kick.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 /Data#2B
2B :
2C
2C
2C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
590 Low 11 2 28 -14 N, SP, EX, CS Strike
Carmine performs a crouching elbow attack that shoots out a long ranged blood crystal.
  • Insanely huge normal that confirms into itself into a full combo on rebeat without a counter-hit.
  • Big whiff recovery
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 /Data#2C
2C :

Air Normals

j.A
jA
jA
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
140 High 8 - N, SP, EX, CS Strike, Head
Carmine performs a quick downward swipe, hitting surprisingly low. Hits most opponents standing up.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jA
jA :
j.B
jB
jB
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 High 10 3 17
[3 on landing]
Varies N, SP, EX, CS Strike, Head
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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jB
jB :
j.C
jC
jC
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
Strong air normal with a hitbox around Carmine.
  • 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
Charged version.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC /Data#jC
j[C] /Data#j[C]
jC :

j[C] :

Command Normals

6B
6B
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
Fires a horizontal blood crystal projectile and sets dissolve where the projectile impacts.
  • 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
Follow-up from 6B, Carmine creates a large curved spike in front of him.
  • 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
Charged version.
  • 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.
[Show/Hide Additional Data]
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 :

6B~B :

6[B] :

j.6B
j6B
Requires 300 VIT (Vorpal: 150 VIT)
j6B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
720 Mid, Air Shield 20 - +10(TK) UNQ Projectile
Fires an aerial, 45 degree version of 6B and leaves a dissolve upon impact.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#j6B
j6B :
j.3C
j3C
j3C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j3C 710 Mid 15 - -1~-7
[WIP]
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j3[C] 940 Mid 23 Total 43 -3~+1 Strike
[WIP]
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j3C /Data#j3C
j3[C] 43 /Data#j3[C]
j3C :

j3[C] :

3B
3B
3B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
564 Mid 8 3 23 -6 SP, EX, CS Strike 7~10 Head
Carmine does an upwards roundhouse kick at a 45 degree angle. Bonkers anti-air with quick startup and invul before actives.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Launch /Data#3B
3B :
6C
6C
6C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
6C 550 Mid 13 3 21 -6 SP, EX, CS Strike
Carmine does a back hand spinning swipe shooting forth a large trail of blood crystals.
  • 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
Charged version of his 6C that extends the hit box horizontally.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 36 /Data#6C
6[C] 55 Launch /Data#6[C]
6C :

6[C] :

3C
3C
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
Carmine shoots a large splatter of blood crystals.
  • 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
Charged version.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
3C 39 Launch /Data#3C
3[C] 44 Wall bounce /Data#3[C]
3C :

3[C] :

Dash Moves

66B
66B
66B
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 10 3 15 -4 SP, EX, CS Strike 7~12 Head
Carmine does the roundhouse kick that he does in his 3B.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 Launch /Data#66B
66B :
66C
66C
66C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1122 Mid 15 5 16 -1 SP, EX, CS Strike
Carmine does the spinning swipe attack that he does during his 6C.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Knockdown /Data#66C
66C :

Universal Mechanics

Force Function

Twist!
B+C
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
Carmine does a mocking gesture and shoots out a dissolve in front of him.
  • Can move the puddle backwards by holding back and inputting B+C.
  • Can move the puddle further than normal by inputting 1B+C or 3B+C
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 40 /Data#B+C
B+C
(Vorpal)
37 /Data#B+C
B+C :

B+C (Vorpal):

Aerial Force Function
Twist!
jB+C
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
Carmine stalls in the air and shoots out a dissolve.
  • Can choose which direction the dissolve appears similarly to the grounded version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jB+C 40 /Data#jB+C
jB+C
(Vorpal)
37 /Data#jB+C
jB+C :

jB+C (Vorpal):

Force Function Variant

66B+C
66B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
66B+C
1 GRD
780 Mid 14 - -9 SP, EX, CS Strike
[WIP]
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
66B+C /Data#66B+C
66B+C :
Throw
Throw
投げ
A+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1580 Unblockable 4 1 26 +61 (hit) Throw
Carmine grabs the opponent by the throat and then drops them to the ground. Has an incredibly short animation for some reason.
  • Recovers VIT.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Knockdown /Data#A+D
A+D :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

Veil Off
ヴェールオフ
A+B+C
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
Universal reversal that blows the opponent back on hit.
  • 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
Cancels an action and launches the opponent high into the air on hit.
  • 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.
[Show/Hide Additional Data]
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 :

A+B+C (during a move):

Special Moves

236X
Spin!
「まわれェ!」
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
Carmine throws a large spinning blade that travels backwards before leaving a dissolve behind.
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
The B version.
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
The C (EX) version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 34 /Data#236A
236B 34 /Data#236B
236C 34 /Data#236C
236A :

236B :

236C :

j.236X
Spin!
「まわれェ!」
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
While in the air, Carmine throws a spinning blade that behaves like the grounded version before leaving a dissolve.
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 B version sets the spinning blade lower on the screen that behaves similar to the grounded version before leaving a dissolve.
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 C (EX) version creates a larger, faster, and longer lasting blade before leaving a dissolve.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A 40 /Data#j236A
j236B 40 /Data#j236B
j236C 40 /Data#j236C
j236A :

j236B :

j236C :

Spin! (Dissolve)
Spin! (Dissolve)
「まわれェ!」
236X
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Mid, Air, Air Shield 30 18 - Varies Foot, Projectile
[WIP]
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#236X
236X :
623X
Pulverize!
「すり潰せ!」
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
Carmine swings his arms in a cross pattern forming two arcing trails of blood crystals that intersect.
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 B version has quite a bit of differences from the A version.
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
The fastest and biggest version of the move, both for the move itself and the dissolves following it, and one of Carmine's reversals.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 35 /Data#623A
623B 34 /Data#623B
623C 44 /Data#623C
623A :

623B :

623C :

Pulverize! (Dissolve)
Pulverize! (Dissolve)
「すり潰せ!」
623X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A (Dissolve) Mid, Air, Air Shield 24 7 - +20 Projectile
Performed if Pulverize! is used with at least one Dissolve out. It creates a blood arc that travels towards Carmine and launches the opponent high up in the air on hit. The A version is very rewarding if performed up close because it puts Carmine at +2 on block.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B (Dissolve) Mid, Air, Air Shield 17 7 - +14 Projectile
The B version happens faster and is more likely to be used in neutral situations owing to how Pulverize! itself functions. Great combo starter.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C (Dissolve) Mid, Air, Air Shield 16 7 - +3 Projectile
The biggest version of the move. Nice to have, but if you're using 623C, it's probably not for Dissolve damage conversions.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A
(Dissolve)
/Data#623A
623B
(Dissolve)
/Data#623B
623C
(Dissolve)
/Data#623C
623A (Dissolve):

623B (Dissolve):

623C (Dissolve):

214X
Thrust!
「ブチ抜け!」
214X
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A Mid 13 2(9)7 24 -2 EX, CS
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.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B Mid 14 2(13)7 27 -5 EX, CS
The B version has a bit more range than the A version.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C
100 EXS
Mid, Air, Air Shield 16 - +2 CS Strike
The C (EX) version causes Carmine to jump up and rain blood spikes in the area in front of him.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 54 /Data#214A
214B 62 /Data#214B
214C /Data#214C
214A :

214B :

214C :

214[X]
Thrust!
「ブチ抜け!」
214UNI Input Hold.png[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
When Charged, Carmine does not perform the second attack and the first attack leaves a dissolve trap.
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
The B version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214[A] 53 /Data#214[A]
214[B] 53 /Data#214[B]
214[A] :

214[B] :

214]X[
Thrust! (Release)
Requires 300 VIT (Vorpal: 150 VIT)
「ブチ抜け!」
214UNI Input Release.png]X[
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Mid - EX, CS Strike
The follow-up is the same for both versions.
  • Launches on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#214]X[
214]X[ :
22X
Launch!
「突き上げろ!」
22A
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
Carmine summons a blood crystal from the ground.
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
Same as 22A but summoned mid range.
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
Summons a crystal that homes in on the opponent and has completely ridiculous reward, locking the opponent down for several seconds on hit.
  • 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 44 /Data#22A
22B 44 /Data#22B
22C 41 /Data#22C
22A :

22B :

22C :

Launch! (Dissolve)
Launch! (Dissolve)
「突き上げろ!」
22X
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Low 18 3 25 +2 EX, CS Strike
A smaller pillar will raise where any previously placed dissolves are.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
44 /Data#22X
22X :
214B+C
Give Me That!
Requires 100 EXS
「そいつをよこしやがれ!」
214B+C
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
Unblockable 10 2 Total 46 +52(hit) CS Throw 1~10 Full
Carmine steps forward and grabs the opponent, syphoning health from them.
  • 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.
Can be Chain Shift canceled on hit for an okay combo, which makes it at least a little more worthwhile than Guard Thrust and Veil-Off. Worse as a mixup tool compared to Carmine's normal throws, as it forces sideswap and the knockdown time isn't long enough to lay down Carmine's usual good okizeme tricks. Can land on airborne opponents during combos, but the scaling typically makes it not worth it.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
46 /Data#214B+C
214B+C :

Supers

Infinite Worth

Hahahaha! Be Devoured!
Requires 200 EXS
「ヒャハハハハハ!喰らい尽くせ!」
41236D
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
Carmine becomes surrounded by spikes.
  • Amazing for whiff punishing committal moves as it tracks full screen
  • Has a dead zone slightly above Carmine
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
73 /Data#41236D
41236D :

Infinite Worth EXS

You Shit! This is the END!
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
クソが!これで仕舞いだァ!
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
All 3+14 2 51 -25 Strike 1~? Full
Carmine becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B 2A -4
2B 2A -4
3B 2A 0
5C 2A -2
2C 2A -4
6C 2A -2
Gap Table
Attack Chain Frame Gap
5A 5C
5A 6C
2C 3C
5BB 22A
X X X

Videos

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
Carmine-30.png
Jinta
Twitter
Youtube
Brazil
Brazil
Active Started in EL
  • Pad player
Carmine-12.png
Notes
Twitter
Youtube
Japan
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

  • Arcade stick player
Carmine-20.png
Paddu European Union
European Union
Inactive Started in [ST]

Strongest Carmine player in Europe

  • Arcade Stick player
Carmine-5.png
PapaPesto United States
United States
Active Started in [CL-R]
  • Arcade Stick player
Carmine-16.png
Schoolbus
Twitter
Youtube
Twitch
United States
United States
Inactive Started in EL
  • Pad player
Carmine-2.png
Spinach
Twitter
United States
United States
Active Started in EL

Strongest Carmine player in America, does well in tournaments since ST

  • Arcade stick player

Colors

Default Unlocks

001 Red Heat Blood
002 Black Punishment
003 Aqua Regia
004 Ride on Light
005 Dead and Violet
006 Bloody Lost
007 Wild Fang
008 Bad Peace Forest
009 Fade Noise
010 Purplish Gouache
011 Strange Strawberry
012 Plena Noche
013 Emerald Island
014 Ortensia
015 Light of Daybreak
016 Flash Magic
017 Claro de Luna
018 Brave Satan
019 Peligro Diosa
020 Demon Angel
021 Crimson Surfer
022 Fake Hero
023 Liquid Metal
024 Noble Blood
025 Vegetarian
026 Mr. Monochrome
027 Surfusion Eau
028 Prunella Honey
029 Western Feast
030 Dead and Black
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters