Under Night In-Birth/UNIST/Carmine: Difference between revisions
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|description=The B version has a bit more range than the A version but is more disadvantageous on block. The dissolve follow-up comes out in 20F. 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. This makes the B version only useful after a knockdown to set up tick throws and throw baits. However, this creates a mind game for the opponent, as they have to guess between A or B version and guess what follow-ups are available. There's a trick with the charged B version where you can move the charge & release to the C button instead. The technique to do this is perform 214[B] then press and hold the C button. If done correctly when you release the B button the dissolve follow-up won't come out but will come out when you release the C button. This technique is mostly used after 22C to do 214[A], 214[B]~[C], then TK j.236B for a triple okizeme setup. | |description=The B version has a bit more range than the A version but is more disadvantageous on block. Both versions are air unblockable so this can be useful against opponents trying to avoid your dissolves on the ground. The dissolve follow-up comes out in 20F. 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. This makes the B version only useful after a knockdown to set up tick throws and throw baits. However, this creates a mind game for the opponent, as they have to guess between A or B version and guess what follow-ups are available. There's a trick with the charged B version where you can move the charge & release to the C button instead. The technique to do this is perform 214[B] then press and hold the C button. If done correctly when you release the B button the dissolve follow-up won't come out but will come out when you release the C button. This technique is mostly used after 22C to do 214[A], 214[B]~[C], then TK j.236B for a triple okizeme setup. | ||
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{{UNIEL-Data | {{UNIEL-Data |
Revision as of 07:58, 26 May 2018
This character page is for the latest version of the game, Under Night In-Birth Exe:Late[st] (UNIST). To see Carmine's character page for the previous version, Under Night In-Birth Exe:late (UNIEL), click here.
Introduction
- Height: 175 cm
- Weight: 61 kg
- Birthday: May 8th
- Blood Type: B
- Ability Name: Lifeblood EXS "Blood Spike"
- Weapon Design: Rein Blood
Story
In exchange for his own life force, this warrior has mastered a unique and forbidden technique. Making a show of his powers, his only objective is to seek fights. He attacks other In-births because they rub him the wrong way. Another Night...but tonight, the man he defeated belonged to Amnesia. With his final breath, he utters the name. Hilda — the strongest In-birth of all. Carmine is ecstatic with the news and makes his way to where she is.
"Heh heh heh... Yeah, I love that look. It's beautiful, how it gets all twisted!"
Unique Trait/Health
Health: 10,800
Character Trait: Carmine is able to, at the cost of his health, leave puddles of blood, 'dissolve', on the stage that he can later interact with by utilizing his special moves. Carmine can use his 6B, j.6B, 236X, j.236X, 22A/B, and B+C attacks to leave dissolves on the stage but this will cost him 300 health each time he uses one of these moves. During Vorpal state, these moves will cost 150 health, half the normal cost, for each use. His B+C will not cost health to use if there are existing dissolves on the stage, and it will shift the position of existing dissolves forwards or backwards pending the direction you're holding when using the attack.
In addition Carmine has two ways to regain health - the first way is is through his normal throw and the second way is through his command grab super (63214C). The normal throw regains 400 health while the command grab super regains 1265 health, its base damage.
Carmine's special move interactions with his dissolves are imperative to understand, as they are used to extend his combos, improve his zoning, and create offensive/defensive options. It's also important to understand what your options are based on the positioning of the dissolves. Don't forget to utilize his 6 and 4B+C to manipulate the positions of the dissolves to adapt to given situations.
Vorpal Trait: While in vorpal, Carmine loses half as much health from dissolve attacks.
Gameplay
Carmine is a mix 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.
Move List
L = Low, H = High, UNB = Unblockable, CS = Chain Shift
Startup includes the first active frame.
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C / j.[C] |
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Command Normals
5BB |
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6B |
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6BB |
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j.6B |
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j.6BB |
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3B |
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6C |
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6[C] |
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3C |
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3[C] |
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Dash Normals
66B |
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66C |
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Universal Mechanics
Twist! B+C |
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Throw A+D |
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Guard Cancel 214D |
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Veil Off A+B+C |
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Special Moves
Spin! 「まわれェ!」 236X |
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Spin!(air) 「まわれェ!」 j.236X |
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Pulverize! 「すり潰せ!」 623X |
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Thrust! 「ブチ抜け!」 214X |
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Launch! 「突き上げろ!!」 22X |
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Give Me That! 「そいつをよこしやがれ!」 63214C |
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Infinite Words
Hahahaha! Be Devoured! 「ヒャハハハハハ!喰らい尽くせ!」 41236D |
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Infinite Words EXS
You Shit! This is the END! 「クソが!これで仕舞だァ!」 A+C+B+D |
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Combos
Combo Notation Guide: |
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Any combo that ends in 66C or 2C you can special cancel to 214[A/B] or 22B to place a dissolve near your opponent for oki options. You can also do a delayed 236A/B for a meaty but it’ll depend on how the opponent techs.
Mid Screen 0% Meter
- Assault Starters
Assault j.C, 5A, 2C, j.6B OTG (dissolve), j.A, j.B, j.C, 3B, 2C xx 623A, 66C Assault j.C, 5A, 5B, 2C, j.6B OTG (dissolve), walk back 2C, 5BB (1st B whiffs) xx 623A, 66C Assault j.6B, 5B, 2C xx 236A OTG, dash j.[C], delayed j.6B (dissolve) OTG, dash 2C xx 623A, 66C
Assault starters do not grant enough hit stun to go into 236A OTG extensions unless you land a counter hit or GRD break. If you hit the assault j.C deep enough you can do 5B instead of 5A for additional damage.
- 5A or 5B Starters
5A, 5B, 2C, 6B, 2C xx 236A OTG, dash j.[C], 66C 5B, 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
This is the standard combo route for Carmine after a confirm from a 5A or 5B poke.
- 5B Starters (max range)
5B, 2C, 6B, 2C, 5BB xx 623B, dash 2B, j.A, j.B, j.C, 3B, 2C 5B, 2C, 6B, 2C, 5BB, 3B, j.B, j.C, 2C
This is the combo route to use when 5B hits at max range. The typical 236A extension will only hit the opponent once, which won't allow enough time for the j.[C] to connect. The combo utilizes 5BB to get back into range to complete the combo. Please note that during the 5BB portion the first B whiffs.
- 3B Starters
3B, j.C, j.A, j.B, 5B, 2C, 6B, 2C, 5BB xx 623A, 66C 3B, j.C, j.A, j.B, 2C, 6B, 2C xx 236A, dash j.[C], dash 2B OTG, 2C 3B, j.C, slight delay j.B, 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, 2C
This is a good confirm combo if you catch the opponent during their pre-jump frames. The third combo is an anti-air confirm combo. All of these combos are easy to confirm into if you utilize the 9C option select mentioned under 3B. Some character require you to put a slight delay between the 2B OTG, and 2C.
- 2A Starters
2A x2, 5B, 2C, j.6B OTG, j.C, j.B, j.A, 3B, 2C xx 623A, 66C
- 2B Starters
2B, 2C, 6B, 3B xx 623B, walk back j.6B OTG, 66C xx 236A, delay j.[C]
Standard low confirm combo from pressure or oki. Meter can be spent on 236C to convert further off of j.[C]
- 2C Starters
2C, 5BB, j.C, j.B, 2C, 3C xx 22B 2C, 5BB, j.C, j.A, j.B, 2C 2C, 5B(whiff)B, 3B, j.C, j.A, j.B, 2C
Standard low confirm from a 2C poke. The 5B gives enough time to confirm into 5BB or go into a block string after 2C.
- 6[C] Overhead Starters
6[C] xx 623A, 5B, j.C, slight delay j.B, 2C
Overhead combo without dissolve or meter for extensions and still provides oki options after 2C.
- 236A/B Starters
236A/B, 2C xx 236A OTG, dash j.[C], delay j.6B OTG, dash 2C xx 623A, dash 2B, j.B, j.A, j.C, 3B, 2C
Confirm combo off of neutral or meaty 236A/B. Delay the j.6B as long as possible so you have enough time for the dash 2C to connect.
- 623A Starters
623A, 5B(delay)B, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
Mid Screen 0% Meter Side Switch
- 5A or 5B Starters
5A, 5B, 2C, 6B, 2C xx 236A OTG, dash side switch, j.A, j.B, j.C, 3B xx 623A, j.[C] 5A, 5B, 2C, 6B, 2C xx 236A OTG, dash side switch, j.A, j.B, j.C, 3B, 2C xx 623A, 214[A], 3B, ]A[, j.[C], 66C
Side switch combos off of common confirms. During the 236A, you dash under the opponent to switch sides. After the last j.[C] in combo one you can late cancel into j.236A/B for a meaty pinwheel setup.
Mid Screen 0% Meter (Dissolve)
- Assault Starters
Assault j.C, 5A, 2C xx 236A OTG, dash j.[C], dash 2B OTG, slight delay 2C
- 5B Starters
5B, 2C xx 236A OTG, dash j.[C], delay j.6B OTG, dash 2C xx 623A, dash 2B, j.A, j.B, j.C, 3B, 2C
- 3C Starters
3C xx 623A, dash 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
- 6[C] Overhead Starters
6[C] xx 623A, delayed 6B, 2C xx 236A, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
Standard meterless overhead combo with a dissolve on screen but doesn't leave you at frame advantage if the 6[C] is blocked. The 6B after 623A needs to hit low to the ground so that 2C hits.
- 236A/B Starters
236A/B, dash j.C, delay j.B, 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, slight delay 2C 236A/B, j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
The dissolve will knock the opponent down but the 236X picks them up before they completely fall. This is the standard confirm combos if 236X hits either meaty or during the neutral game. During the first combo, aim to land the j.C at the peak of 236X. If you hit 2C too high and you chain into 6B the opponent will be too high for the second 2C to hit. You can compensate by delaying the 6B slightly. The first combo is if you're close enough to get the dash in. The second combo is if you're too far or are already in the air when 236X hits since j.[C] extends the hit box.
- 623A/B Starters
623A/B, dash 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C 623A/B, dash 2C, 5BB, 3B, j.A, j.B, j.C, 3B, 2C
These are mid-to-full screen confirm combos if the dissolve is set below or behind the opponent. The first combo is if you're close to the opponent while the second combo is if you're full screen away.
- 214[X] Starters
6B+C, ]X[, dash 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C 5A (]X[) xx 236A, j.[C], dash 2B OTG, 2C, nj.6B OTG, j.C, j.B, j.A, 3B, 2C xx 623A, 66C 6[C], 6B+C, ]X[, j.[C], dash 2B OTG, j.B, j.A, j.C, 3B, 2C
These are all combos with a 214[A/B] in place.
Mid Screen 0% Meter Side Switch (Dissolve)
- 5A or 5B Starters
5A/B, 2C xx 236A OTG, dash side switch, j.[C], dash 2B OTG, 2C xx 623A, 66C
- 3C Starters
3C xx 623A, dash 2C, 6B, 2C xx 236A OTG, dash side switch, j.A, j.B, j.C, 2C
Mid Screen 100% Meter
- 5B Starters
5B, 5C, 2C, 3C xx 22C~
- 6B Starters
6B, 6B+C xx 22C~
- 2C Starters
2C, 5BB, j.C, slight delay j.B, 2C xx 214A/B xx 236C, dash j.[C], dash 2B OTG, 2C 2C, 5BB, j.B, j.C, 2C, 3C xx 22B xx 22C~
- 6[C] Overhead Starters
6[C] xx 214A xx 236C, dash j.[C], dash 2B OTG, 2C, nj.6B OTG, j.C, j.B, j.A, 3B, 2C xx 623A, 66C
Really good damage off of the overhead and a good corner carry combo. Definitely a combo that all Carmine players need to learn. Keep in mind if you're too close to the corner the 66C will whiff.
- 214C Starters
214C, 5B, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C
Confirm combo off of what most likely will be a reversal 214C.
22C can be followed up with anything but the most common options are:
66C xx 214A/B, 214[A] - ends in 214[A] oki options 66C xx 214A/B, 623A/B - gives enough time for 236X or tk j.236X oki options 66C xx 214[A], 214[B] - gives double 214[X] oki options. Use 214[B]~[C] trick to get 236X oki as well.
Mid Screen 100% Meter Side Switch
- 63214C Starters
63214C, CS, 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C 63214C, CS, 236A OTG, dash side switch, j.[C], dash 2B OTG, slight delay 2C xx 623A, walk back 66C 63214C, CS, j.6B OTG, 2C xx 236A OTG, dash j.C, j.B, 5B, j.A, j.B, j.C, 2C
First two combos requires a dissolve on screen and the usually set up for that is 5A xx 236A/B xx 63214C. By the time the 63214C finishes, 236A/B will have left a dissolve for the rest of the combo to work. The second combo is a double side switch and is useful if the 63214C threw them out of the corner and you want to combo them back into the corner. The third combo is if no dissolve is on screen so this is the combo route off of 63214C reversal or off of a tick throw setup.
- 2C Starters
2C, 5BB, j.C, slight delay j.B, 2C xx 214A/B xx 236C, dash side switch, j.[C], dash 2B OTG, 2C xx 623A, 66C
Remember, if you're too close to the corner the 66C ender will whiff.
Mid Screen 200% Combos
- Assault Starters
Assault j.C, 5A, 2C, nj.6B OTG, j.C, j.B, j.A, 3B, 2C, 623A, 2C xx 236C, CS, Veil Off, 41236D
The neutral jump 6B is important because it sets up the spacing so that the Veil Off does not hit the opponent during 236C. If you do a jump forward 6B the opponent gets hit by the Veil Off during 236C and you lose the ability to combo into his Infinite Words.
- 5B Starters
5B, 2C, nj.6B OTG, 2C xx 236A OTG, CS, Veil Off, 214C, 623A, dash 5B, j.A, j.B, j.C, 3B, 6C xx 41236D 5B, 2C, 6B, 2C xx 236A OTG, 66C xx 236C OTG, CS, Veil Off, 214C, 623A/B xx 41236D 5B, 2C xx 236A OTG, dash j.[C], 236C OTG, CS, Veil Off, 214C, 623A/B xx 41236D
In the second combo you need to delay the 66C just as 236A finishes so you're able to cancel into 236C. The third combo requires a dissolve on screen before hand.
Corner 0% Meter
- Assault Starters
Assault j.C, 5A, 2C, 3C xx 22A, 3B xx 623A, j.6B, 66C xx 236A OTG, delay jump back j.[C], 66C Assault j.6B, 5B, 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back delay nj.[C], j.B, 2C xx 623A, 66C
Practical corner combos off of assault starters but have tricky juggle timings throughout. The j.6B in the first combo needs to be delayed so that it hits low to the ground otherwise the opponent will tech before 66C can hit. Time the j.[C] during the descent of Carmine's jump so that he lands first allowing the 66C to hit. The jump back j.[C] sets up the appropriate spacing for 66C to hit. During the second combo, you need to walk back after 236A OTG so that you give enough time for 236A to complete, as well as spacing yourself appropriately for 66C to hit. During the second 236A, you want to time your neutral jump [C] just when 236A ends so the j.[C] hits at the peak of the opponents height. You'll also want to start charging the C during Carmine's jump animation so that it hits at the peak of his jump. Hitting at the peak is important otherwise the j.B or 2C whiffs.
- 5B Starters
5B, 2C, 6B, 2C xx 236A OTG, delay jump back j.[C] xx j.236A, 66C 5B, 2C, 6B, 2C xx 236A OTG, delay 66C xx 236A OTG, walk back nj.[C], j.B, 2C xx 623A, 66C 5B, 2C, 6B, 2C xx 236A OTG, delay 66C xx 214[X], 5B, ]X[, nj.[C], j.B, 2C 5B, 2C, 3C xx 22A, 5BB xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C
The first combo is the easier base for Carmine's corner combos but doesn't give optimal damage output. You can walk forward then jump back j.[C] as a timing trick so that 236A ends in time for j.236A cancel to work. It also perfectly spaces you for the 66C to hit because if you're too close to the corner 66C will whiff. In the second combo, you can charge D as a timing trick for the 236A to finish when 66C hits. You'll also steal some GRD from the opponent. During the second 236A you need to walk back so that the 66C hits at the end. Again, you can do a slight D charge for timing and GRD. Aim the nj.[C] at the peak of the opponents and Carmine's height. In the third combo, you want to jump cancel immediately after 5B hits and charge the C during the jump animation so that it hits at the peak of Carmine's jump.
- 2C Starters
2C, 5BB, j.B, j.A, j.C, 2C xx 22A/B, 3B xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C], 66C 2C, 5B, 3C xx 22A/B, 5B(delay)B xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A, 66C
- 3C Starters
3C xx 22A/B, 5BB xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C 3C xx 22A/B, 2C, 6B, 2C xx 236A OTG, walk back 66C xx 214[X], 5B, ]X[, nj.[C], j.B, 2C
- 3B Starters
3B, j.C, j.A, j.B, 5B, 2C xx 22A, 5B xx 623A, walk back j.6B, 66C xx 236A OTG, jump back j.[C], 66C OTG
- 6[C] Overhead Starters
6[C], 22A/B, 5BB xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C
Corner overhead combo utilizing the timing tricks in the previous listed corner combos. The 22A/B after the overhead also leaves you positive frames if the opponent manages to block the overhead.
- 236X Starters
236X, 3C xx 623A, delay 6B, 2C xx 236A OTG, walk back 66 xx 214[A], 5B, ]A[, nj.[C], j.B, 3B, 2C
Your timing the 3C to hit just as 236X ends so that 236X leaves a dissolve for 623A to launch the opponent.
Corner 0% Meter (Dissolve)
- 5A/B Starters
5A, 5B, 2C xx 236A OTG, delay 66C xx 236A OTG, walk back delay nj.[C], j.B, 2C xx 623A, 66C
- 2C Starters
2C xx 22A, 5BB xx 623A, delay j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C 2C xx 623A, dash 2C, 6B, 2C xx 236A OTG, walk back 66C xx 214[A], 5B, ]A[, nj.[C], j.B, 2C
- 6[C] Overhead Starters
6[C] xx 623A, delay 6B, 2C xx 236A OTG, walk back 66C xx 214[A], ]A[, 3B, nj.[C], j.B, 3B, 2C
- 236X Starters
236X, dash j.C, j.B, 2C xx 22A, 5B, 5C xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C
- 214[X] Starters
5A xx 236A, ]X[, j.[C], dash 2B OTG xx 22A/B, 3B xx 623A, walk back j.6B, 66C xx 236A OTG, walk back nj.[C] 5A xx 236A, ]X[, j.[C], j.6B OTG, 22A, 3B xx 623A, walk back j.6B, 66C xx 236A OTG, j.[C] 2B, 5C, 2C, 3C xx 22A/B, ]X[, 66C xx 236A OTG, delay jump back j.[C], 623A OTG, 66C 6[C], 6B+C, ]X[, j.[C], 2B OTG xx 22A, 3B xx 623A, walk back j.6B, 66C xx 236A OTG, j.[C] 6[C] xx 236A OTG, ]X[, delay nj.[C], 66C OTG xx 236A, walk back delay nj.[C], j.B, 2C xx 623A, 66C ]X[, 3C xx 22A, 2C xx 623A, delay 6B, 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back nj.[C], j.B, 3B, 2C ]X[, 5A, 6C, j.C, j.B, 2C xx 22A, 5B, 5C xx 623A, walk back j.6B, 66C xx 236A OTG, delay jump back j.[C] xx j.236A OTG, 66C ]X[, 2C, 6B, 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back nj.[C], j.B, 2C xx 623A, 66C
The above combos require a 214[X] dissolve to be placed on screen first.
Corner 100% Meter
- Assault Starters
Assault j.C, 5A, 2C, 3C xx 22A/B xx 214C, 66C xx 236A OTG, delay jump back j.[C], 623A OTG, 66C
- 6[C] Overhead Starters
6[C] xx 214A (1) xx 236C, nj.[C], 214[A] OTG, 5B, ]A[, nj.[C], j.B, 2C xx 623A, 66C
Time the the first nj.[C] during the descent of Carmine's jump. This allows you to land first and get the OTG from 214[A]. The second nj.[C] should have the C charged during Carmine's ascent so that it hits at the peak of his jump.
- 236X Starters
236X (N), 214[A], 5B, 6B, 2C, 3C xx 22B, ]A[, 66C xx 236A OTG, delay jump back j.[C], 623B OTG, 2C xx 22A/B, CS, 623C
236X needs to hit them grounded. If it picks them up off the ground this combo won't work.
Corner 200% Meter
- Assault Starters
Assault j.C, 5A, 2C, 3C xx 22A, 3B xx 623A, j.6B, 66C xx 236A OTG, delay jump back j.[C], 236C OTG, CS, Veil Off, 41236D
During the jump back j.[C] part, charge the C towards the peak of Carmine's jump so that the j.[C] comes out during the descent. Carmine will land first before the opponent so that 236C will OTG.
- 5B Starters
5B, 2C, 3C xx 22A, 5B, 2C xx 236A OTG, Veil Off, 214C, 623A, 2C xx 236C, 214[A] xx 41236D, ]A[ 5B, 2C, 6B, 2C xx 236A OTG, dash j.[C], dash 2B OTG, j.A, j.B, j.C, 3B, 2C xx 22C, Veil Off, 236C xx 623C 5B, 2C, 3C xx 22A, 5B, 5C xx 623A, j.6B, 66C xx 236A OTG, j.[C], 236C OTG, CS, Veil Off, 2C xx 236C, 214A xx 41236D
In the third combo you need to walk back and delay the j.6B. The last j.[C] requires you to jump back and so the Veil Off whiffs.
- 623A Starters
623A, 2C, 6B, 2C xx 236A OTG, walk back nj.[C], 236A OTG, Veil Off, 214C, 3B, 6C xx 41236D
Requires a dissolve on screen for the 623A to launch. The walk back nj.[C] is required to cause the Veil Off to whiff. Time the C charge during nj.[C] during the descent of Carmine's jump.
Corner 100-200% Meter Side Switch
- 214C Starters
214C, 5B, 6B, 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back nj.[C], j.B, 2C xx 623A, 66C
- 63214C Starters
63214C, CS, 22A OTG, 3B, 5C, j.B, j.C, 2C xx 236A OTG, Veil Off, 214C, 623A, 2C, 3C, 6C xx 41236D
Mix Ups
Carmine mix ups involve getting the opponent to block 236X or be weary of a 214[X] trap. There are a few ways to set up both of these. The first method is within the neutral game since both 236X and 214[X] are good neutral game tools for Carmine. If you manage to get the opponent to run into these during the neutral game you can start his mix up game. The second method is within a block string. The block string method is risky against some characters as both specials are slow on start up and susceptible to mashing, reversals, or reaction interrupts. You can use chain shift or super cancels to make it safe though. The third option is off of a normal throw or a command grab super. The last method is ending his combos with attacks that end in a knockdown and allow Carmine to set up a 214[X], 236A/B, or TK j.236A/B after wards. Once the opponent is blocking 236X or respects your options with 214[X] this lets Carmine do a multi-layered mix up of baits and high/low/throw games.
- Block String Setups
This will be character dependent because you need to be aware of their attack ranges and reversal options. In general, you want to avoid using the block string method against characters who have long range normals or reversals that can interrupt you out of the start up of 236X. If you've varied your block strings enough against the opponent they may respect you enough to block 236X if you do it in a block string. Otherwise, you can do a block string into 236X and chain shift immediately but this method is better if you have a dissolve on screen. You can do a block string into 22A/B, Chain Shift, 236X and then go in for pressure/mix ups. If you have at least 100% meter you can do any block string into 214A/B and super cancel 236C on the first or second hit of the attack. While they're blocking 236C you can go for a mix up or do extended pressure. If you get an opponent to block 236X you can dash in and do 214[A/B]. From there you can repeat 236X, 214[A/B] indefinitely unless the opponent Veil Offs or Guard Thrusts but both of these options can be baited and punished. This block string loops is not the best idea because it costs you 300 health for each special you use so you do more damage to yourself than the chip damage being done to the opponent. It's something worth repeating a few times in order to get the opponent to flinch or start a mix up.
- Okizeme Setups
All of Carmine's combos should end in 66C, 2C, j.[C], 22C, or 63214C because they cause a knockdown that lets you set up a 214[X], 236X, or TK j.236X.
- 214[X] Mix Up Options
1. Bait
2. Meaty
3. 6[C] overhead
4. Throw
5. Assault
6. 6B+C
Colors
Red Heat Blood | Black Punishment | Aqua Regia | Ride on Light | Dead and Violet |
---|---|---|---|---|
Bloody Lost | Wild Fang | Bad Peace Forest | Fade Noise | Purplish Gouache |
Strange Strawberry | Plena Noche | Emerald Island | Ortensia | Light of Daybreak |
Flash Magic | Claro de Luna | Brave Satan | Peligro Diosa | Demon Angel |