Under Night In-Birth/UNICLR/Carmine/Strategy: Difference between revisions

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A - Carmine has a LOT of plus on block moves so technically yes. But let's say that if Carmine is only doing the 5A>5BB>22A infinite blockstring, you can take advantage of it by winning cycle easily and letting him kill himself. 22A is +2 so if they're being predictable with it you can shield it and make yourself +1 and Carmine having a 6fr it's your turn to fight back. Be ready to either counterpoke them or bait a backdash in that situation for most mid level+ Carmines will opt for one of these options. For 6BB you can shield it and get a bit of {{Property-UNI|grd}} but it's +3 so at most you'll end up 0.<br><br>
A - Carmine has a LOT of plus on block moves so technically yes. But let's say that if Carmine is only doing the 5A>5BB>22A infinite blockstring, you can take advantage of it by winning cycle easily and letting him kill himself. 22A is +2 so if they're being predictable with it you can shield it and make yourself +1 and Carmine having a 6fr it's your turn to fight back. Be ready to either counterpoke them or bait a backdash in that situation for most mid level+ Carmines will opt for one of these options. For 6BB you can shield it and get a bit of {{Property-UNI|grd}} but it's +3 so at most you'll end up 0.<br><br>


BOMB COUNTERPLAY<br>
===BOMB COUNTERPLAY===
214[X] is one of Carmine's main pressure tool for it is only -1 on block and he can release it immediatly to hit you in 20 frames wheither he blocks your attack or gets hit. After blocking this move if Carmine is around max 5A range he can do a safe 5A>(Bomb release)>236A to put you in wheel blockstun and set up a fuzzy just like that so... what do you do against that? If the Carmine is close enough you can microdash and throw him. If he does microdash 5A you should win this situation unless once again he's out of range for your throw to reach. Some characters have a parry that can deal with the bomb detonation easily like Akatsuki or Enkidu. But do not abuse it for he can hold the bomb and you will take serious damage. Jumping is not an option for the bomb is air unblockable. Reversal DP is a risky option but getting out of the corner can be worth it in most situations.<br><br>
214[X] is one of Carmine's main pressure tool for it is only -1 on block and he can release it immediatly to hit you in 20 frames wheither he blocks your attack or gets hit. After blocking this move if Carmine is around max 5A range he can do a safe 5A>(Bomb release)>236A to put you in wheel blockstun and set up a fuzzy just like that so... what do you do against that? If the Carmine is close enough you can microdash and throw him. If he does microdash 5A you should win this situation unless once again he's out of range for your throw to reach. Some characters have a parry that can deal with the bomb detonation easily like Akatsuki or Enkidu. But do not abuse it for he can hold the bomb and you will take serious damage. Jumping is not an option for the bomb is air unblockable. Reversal DP is a risky option but getting out of the corner can be worth it in most situations.<br><br>


Now you're blocking the bomb set, but the bomb isn't coming out. Now what can you do if he can release it at any moment and get the best slice of cake out of it? Only then opens the multilayers that Carmine has once you're blocking with a bomb right under you. At this point of the game using an OS is riskier than usual so be with it. It isn't really recommended to try and tech the throw if you feel it coming for he can fake it, make you whiff throw or your anti-air OS like a 3CAD and get you hit by the bomb. Something you can try if you're able to would be to run and grab him depending on your character's run speed. But once again even this has counterplay and pray you don't get baited and hit by a tk j6B starter. If you have vorpal and think to yourself "I can just hold 3 and mash D to get CS" think again because he can use the bomb's blockstun to make a gapless 6[C] overhead so look out for that. If he does a gapless wheel to set up a fuzzy, think about Guard Thrust and use it at the right moment, or in reaction to him jumping.
Now you're blocking the bomb set, but the bomb isn't coming out. Now what can you do if he can release it at any moment and get the best slice of cake out of it? Only then opens the multilayers that Carmine has once you're blocking with a bomb right under you. At this point of the game using an OS is riskier than usual so be with it. It isn't really recommended to try and tech the throw if you feel it coming for he can fake it, make you whiff throw or your anti-air OS like a 3CAD and get you hit by the bomb. Something you can try if you're able to would be to run and grab him depending on your character's run speed. But once again even this has counterplay and pray you don't get baited and hit by a tk j6B starter. If you have vorpal and think to yourself "I can just hold 3 and mash D to get CS" think again because he can use the bomb's blockstun to make a gapless 6[C] overhead so look out for that. If he does a gapless wheel to set up a fuzzy, think about Guard Thrust and use it at the right moment, or in reaction to him jumping.
===[https://docs.google.com/document/d/1WWETCLs2KDrh2TJbw9rw2I8hBEAaakVXPOHiDrTdqtc/edit?usp=sharing CARMINE RECORDING EDITOR SCRIPTS]===
Use this to practice against some of carmine's most common and basic fuzzy mix-ups.


==Match Ups==
==Match Ups==

Revision as of 12:55, 20 March 2022

Profile-carmine.png

Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Carmine is what you would call a lockdown character as his only objective is to put you in the corner with no space to breathe with his astonishing offense

For any questions or adjustements you can contact me on Discord (FalconMan#6354)

Neutral

Carmine has a lot of tools to play with in neutral whether to keep your opponent away or to make an approach yourself but using VIT on almost every special move, it is not recommended to zone your opponent too much

Before anything else you always want to have a puddle on the screen and the moves able to create one are as follow: 6B, 6[B], j6B, 236X, 22A/B and Force Function if there isn't already a puddle on the screen

Using the puddles available on the screen you are able to control the neutral to an extent for those give you a lot of options to threaten your opponent from fullscreen with his 623 puddles detonation or his Force Function to move the puddles around while having a hitbox

Approach

The main way to approach is to use dashblock for it doesn't cost any health and Carmine has one of the fastest runs in the whole game. Paired with the 623X puddle detonation, you're able to reduce a lot of distance before your opponent can hit a button due to it's high blockstun 3C and 3[C] are also reliable for they are disjointed and can let you run in if your opponent gets hit

Keep Away

Once again 3[C] is your friend to stuff both grounded and air approaches if done preemptively thanks to it's head invulnerability and disjoint. 214A and 214B are arguably good for they are very active and occupate a lot of space both horizontally and vertically. 236X is great due to it's high active frames and for covering the area right in front of Carmine. Jump back jC can be useful in some occasions

Offense

Carmine has the best offense in game at the cost of his own VIT. Use it wisely and effectively. You can refer to the "How to prank" doc (https://docs.google.com/document/d/1OzfaO6CH-WYpYC0pVYqyqvbJOgqeQy_OZcLVBwkCUFY/edit?usp=sharing) for setups and mixups more in details

Pressure

Carmine has good staggers and combined with 236A, 22X, 214[X] and 6BB you can play around with plus frames to scare your opponent to mash and eventually push them to the corner. Once you've pushed them there your offense becomes 2 times terrifying as setups and mixups open to you

Okizeme

Okizeme over damage as primary rule, always secure okizeme with either 236A or 214[X]. Your 2 primary enders are 2C and 66C, 66C being especially good in the corner. If you have 100 EXS available end your combos with 22C to set up okizeme, primarly 214[A], 214[B] and a tk j236B meaty

Gimmicks

Once again in the handful thrust worthy "How to prank" doc (https://docs.google.com/document/d/1OzfaO6CH-WYpYC0pVYqyqvbJOgqeQy_OZcLVBwkCUFY/edit) there is a Prank Pile reassembling some gimmicks from pretty useful to hand-breaking

Defense

how to defend against, break, or escape pressure

Reversal Tools

63214C is your only fully invincible reversal but it is a command grab that only works on grounded opponents so be careful as it is easy to bait out. 623C has invulnerability on startup but loses it before the hitbox of the move becomes active but it has air invul all the way through making it the best anti-air in the game. 214C has no invul but it can be a good option during your opponent's blockstrings since it appears to low crush very early and allows you to sideswap with a full conversion (if done close enough to your opponent). For abare buttons (mashing out of pressure) his 5A, 2B and 5B are really good but they're all really slow buttons in general. If you have Vorpal you can do Force Function>CS to get a puddle attack your opponent on frame 7 that also lets you block after the CS

Option Selects

Universal 171AD>falling jA, 3BAD and a Carmine specific OS that's of use in certain matchups more than others is the tk j6BAD OS. This OS can low crush most low pokes and throw attempts if done early enough but is especially useful in the Gordeau matchup for it lets you OS his strike/214A mix. You can also use it against Mika but you'd rather want to tech the command grab to compensate the GRD bleed Carmine naturally has

Counter Strategies

Q - I can't get out of the corner against this character what do I do?
A - If you have Vorpal DO NOT CS ON WAKEUP, it is useless against this character, use it to Guard Thrust instead (214D in blockstun) but be careful as good Carmines will bait it and punish you for it.

Q - How do I win Cycle against him?
A - Carmine literally bleeds GRD, especially with his pinwheel special. If you ever block it feel free to shield it even just once to turn the cycle around in your favor. Be careful not to shield if you see the pinwheel startup since he can do 236B instead and make you whiff shield which will lose you GRD or get grabbed and GRD Break.

Q - It feels like it's always his turn. Do I really have to block all game long?
A - Carmine has a LOT of plus on block moves so technically yes. But let's say that if Carmine is only doing the 5A>5BB>22A infinite blockstring, you can take advantage of it by winning cycle easily and letting him kill himself. 22A is +2 so if they're being predictable with it you can shield it and make yourself +1 and Carmine having a 6fr it's your turn to fight back. Be ready to either counterpoke them or bait a backdash in that situation for most mid level+ Carmines will opt for one of these options. For 6BB you can shield it and get a bit of GRD but it's +3 so at most you'll end up 0.

BOMB COUNTERPLAY

214[X] is one of Carmine's main pressure tool for it is only -1 on block and he can release it immediatly to hit you in 20 frames wheither he blocks your attack or gets hit. After blocking this move if Carmine is around max 5A range he can do a safe 5A>(Bomb release)>236A to put you in wheel blockstun and set up a fuzzy just like that so... what do you do against that? If the Carmine is close enough you can microdash and throw him. If he does microdash 5A you should win this situation unless once again he's out of range for your throw to reach. Some characters have a parry that can deal with the bomb detonation easily like Akatsuki or Enkidu. But do not abuse it for he can hold the bomb and you will take serious damage. Jumping is not an option for the bomb is air unblockable. Reversal DP is a risky option but getting out of the corner can be worth it in most situations.

Now you're blocking the bomb set, but the bomb isn't coming out. Now what can you do if he can release it at any moment and get the best slice of cake out of it? Only then opens the multilayers that Carmine has once you're blocking with a bomb right under you. At this point of the game using an OS is riskier than usual so be with it. It isn't really recommended to try and tech the throw if you feel it coming for he can fake it, make you whiff throw or your anti-air OS like a 3CAD and get you hit by the bomb. Something you can try if you're able to would be to run and grab him depending on your character's run speed. But once again even this has counterplay and pray you don't get baited and hit by a tk j6B starter. If you have vorpal and think to yourself "I can just hold 3 and mash D to get CS" think again because he can use the bomb's blockstun to make a gapless 6[C] overhead so look out for that. If he does a gapless wheel to set up a fuzzy, think about Guard Thrust and use it at the right moment, or in reaction to him jumping.

CARMINE RECORDING EDITOR SCRIPTS

Use this to practice against some of carmine's most common and basic fuzzy mix-ups.

Match Ups


Matchups score is based on Spinach's tier list back in ST, still viable as of CLR

Hyde
Uni hyde icon.png
Hyde
(Slight Disadvantage)
[character page][match videos]
Hyde can fight Carmine really well with how versatile his playstyle can be and not to mention his natural chip damage becomes even scarier with Carmine's natural health loss.
  • Fireballs in neutral will beat 6B but still leave a puddle on the ground where the 2 moves collide, it is recommended to use 6[B]instead if you want the puddle to be fullscreen away
  • Hyde has easy plus frames with 5[C] and 22B in the corner, making his counterpoke game against Carmine's poor reversal and mash options really good
  • Since it's easy to lose the cycle as Carmine, Hyde has easy access to his Vorpal trait, giving him access to scary chip damage forcing Carmine to use shield against sword normals
Linne
Uni linne icon.png
Linne
(Disadvantage)
[character page][match videos]
Your worst matchup often called 7-3. Linne has many of her tools and passive hurtboxes to negate your mix and gimmicks
  • 2C can reduce her hurtbox enough to make her low profile bombs and 6B
  • Her standing hurtbox is still too small to get hit by B Spin!(236B)
  • Her -1 normals and specials can make it really hard for Carmine to get out of pressure due to his 6fr fastest normal
  • Wakeup FF is viable against Meaty Spin! in situations where the pinwheel wouldn't be there to hit her rolling animation
  • Charged Kuuga (Linne's 236[B]) wins against 6B especially if she's doing it from the air
  • She can Force Function every reversal Carmine has on reaction and get a good punish of it
Waldstein
Uni waldstein icon.png
Waldstein
(Even)
[character page][match videos]
Yes, even. (Need more info)
Carmine
Uni carmine icon.png
Carmine
(Mirror)
[character page][match videos]
The 10-0 matchup
(Unironically, Carmine is super good against himself)
Orie
Uni orie icon.png
Orie
(Slight Disadvantage)
[character page][match videos]
Orie can keep Carmine at bay with her great pokes and footsies gameplan
  • her 236X is really useful against Carmine and she can space herself to be plus quite consistently with how slow Carmine's movement is
  • Her pressure is a pain to get rid of seeing how good her keepaway game is against Carmine's slow buttons
  • She can completely ignore 623x in neutral thanks to her Force Function, and is able to make herself plus with j214B while being completely safe from anti-air attempts unless you 623C, which would still get hit by the j214B
Gordeau
Uni gordeau icon.png
Gordeau
(Even)
[character page][match videos]
Good keepaway game and pokes
  • Gordeau can use his Force Function to trade with 6B and get a full conversion
  • Gordeau's bad abare makes it hard for him to contest wheel and bomb sets
  • Carmine has an OS that works especially well against Gordeau, the tkj6B OS lets you get a huge amount of damage if you were to beat his command grab attempts with this starter
Merkava
Uni merkava icon.png
Merkava
(Slight Disadvantage)
[character page][match videos]
RRREEEEEEEEEEE

(need more info)

Vatista
Uni vatista icon.png
Vatista
(Disadvantage)
[character page][match videos]
Infamous top tier strikes again
  • Great at keeping Carmine away forcing him to spend blood to get in
  • 4 frame reversal allows her to dp Carmine's natural blockstring gaps
  • her 2C>5A/2A being 0 it's a good pressure reset against Carmine
  • Her shield can easily bait your attempts at putting puddles down and punish you with laser for it
Seth
Uni seth icon.png
Seth[No Data]
(Even)
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
(Even)
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda
(Advantage)
[character page][match videos]
At least you have 1 favorable matchup heh

Hilda's bad defensive options make it really painful for her on defense, it's also their most commonly hated matchup

  • She gets hit by every fuzzy variant
  • Her only reversal options are VO and IW which are easily beaten
  • Carmine's run speed never felt so good on defense

But even with these in head it's a glass cannon fight, first hit is most likely to win, especially if Carmine has it

Chaos
Uni chaos icon.png
Chaos
(Slight Disadvantage)
[character page][match videos]
Bark (Need more info)
Nanase
Uni nanase icon.png
Nanase
(Even)
[character page][match videos]
Sword car go BRRR (Need more info)
Byakuya
Uni byakuya icon.png
Byakuya
(Disadvantage)
[character page][match videos]
Humongous buttons (Need more info)
Phonon
Uni phonon icon.png
Phonon
(Slight Disadvantage)
[character page][match videos]
Sounds like a good matchup but it isn't (Need more info)
Mika
Uni mika icon.png
Mika
(Slight Disadvantage)
[character page][match videos]
XD (Need more info)
Wagner
Uni wagner icon.png
Wagner
(Disadvantage)
[character page][match videos]
Good abare and simple but oppressive pressure
  • Wagner's blockstrings are hard to contest for her huge stagger windows and good frame data
  • She is most likely to try and contest your wheel and bomb set attempts with her great abare, be careful not to get predictable with your blockstrings
  • Shield buffed 214X and Force Function goes straight through 623x and 214C if you were to try one of these reversal options
  • With the highest damage output in the game it's easily said you'll die sooner than any other character in the game
Enkidu
Uni enkidu icon.png
Enkidu
(Slight Disadvantage)
[character page][match videos]
Master of the iron fist shackles
  • Enkidu's pressure is not to be put aside as it can be very intimidating up close with your slow abare buttons
  • 236C goes through projectiles so he could potentially dash through 6B or 236X and get some damage, and a lot more in the corner
  • His 4fr parry lets him do a delayed parry on blocked bomb sets like a sort of OS to beat immediate grab or an immediate bomb release. You can beat this by waiting a bit and get a big punish if they're predictable with it
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
(Unsure)
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
(Slight Disadvantage)
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
(Disadvantage)
[character page][match videos]

Videos

External Links

Carmine Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-03-20 by Defiant.

36% complete
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Overview

  • Gameplay summary copied from ST page
  • Frame data and new moves added
  • Check gameplay summary to see if it still holds up in CLR
  • Need complete data for new moves
35/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Start adding combos
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General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika