Under Night In-Birth/UNI2/Carmine

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Profile-carmine.png

He hungers. His body, drenched in blood thirsts for more, but nothing can satiate his desire
for violence. He must show that none are more powerful than he. The fangs and claws that
flow through his veins pierces his enemies in their entirety. Still, he cannot let his blood go
dry, and he hunts for more prey to satisfy his lust.

Story

In exchange for his own life force, this warrior has mastered a forbidden and dangerous technique. Making a show of his power, 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 them 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!

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
  • tbd
  • tbd

Character Stats

Health Smart Steer Route
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Certain moves cost health, but in return those attacks leave a Dissolve puddle.
    • Dissolves are activated in various ways to attack the opponent.
  • Throw and command throws regain health.
Vorpal Trait
  • Dissolve self damage reduced.
  • 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
UNI Carmine 5A.png
Damage Guard Cancel Property Cost Attribute
185 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 12 19 -2 -

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.
5B
5B
5B
UNI Carmine 5B.png
UNI Carmine 5BB.png
Damage Guard Cancel Property Cost Attribute
570 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 5 16 29 -5 -

Carmine performs a raising elbow attack with a trail of blood crystals.

Damage Guard Cancel Property Cost Attribute
490 Mid (N), SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
14 7 14 34 -5 -
Carmine takes a step forward and does a raising elbow attack with his other arm, leaving behind a second trail of blood crystals.
5C
5C
5C
UNI Carmine 5C.png
Damage Guard Cancel Property Cost Attribute
670 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 3 23 40 -8 -
Carmine swings his arm leaving behind a trail of blood crystals.

Crouching Normals

2A
2A
2A
UNI Carmine 2A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 12 19 -2 -
Noticeably subpar for a 2A, with slower than average startup and can't even hit Low. Used for blockstrings and rebeats and that's it.
2B
2B
2B
UNI Carmine 2B.png
Damage Guard Cancel Property Cost Attribute
430 Low N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 5 13 24 -2 -
Carmine performs an awkward crouching kick.
2C
2C
2C
UNI Carmine 2C.png
Damage Guard Cancel Property Cost Attribute
590 Low N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 2 28 40 -14 -
Carmine performs a crouching elbow attack that shoots out a long ranged blood crystal.

Air Normals

j.A
j.A
jA
UNI Carmine j.A.png
Damage Guard Cancel Property Cost Attribute
140 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 - - - - -
Carmine performs a quick downward swipe.
j.B
j.B
jB
UNI Carmine j.B.png
UNI Carmine j.BB.png
Damage Guard Cancel Property Cost Attribute
410 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 3 17
[3 on landing]
- Varies -
Carmine performs a wide downward strike with a blood crystal.
j.C
j.C
jC
UNI Carmine j.C.png
Damage Guard Cancel Property Cost Attribute
604 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 1, 1 34
[4 on landing]
- Varies -

Strong air normal with a hitbox around Carmine.

Damage Guard Cancel Property Cost Attribute
781 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
25 1, 2 34
[4 on landing]
- Varies -
Charged version.

Command Normals

6B
6B
6B
UNI Carmine 6B.png
UNI Carmine 66B.png
UNI Carmine 6B IC.png
Damage Guard Cancel Property Cost Attribute
720 Mid, Air Shield UNQ - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
14 22 24 38 -2 -

Fires a horizontal blood crystal projectile and sets dissolve where the projectile impacts.

Damage Guard Cancel Property Cost Attribute
- Mid SP, EX, CS Launch - Projectile
Startup Active Recovery Overall Advantage Invul
18 7 15 39 +3 -
Follow-up from 6B, Carmine creates a large curved spike in front of him.
j.6B
j.6B
j6B
UNI Carmine j.6B.png
UNI Carmine j.6BB.png
Damage Guard Cancel Property Cost Attribute
720 Mid, Air Shield UNQ - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
20 - - - +10(TK) -
Fires an aerial, 45 degree version of 6B and leaves a dissolve upon impact.
3B
3B
3B
UNI Carmine 3B.png
Damage Guard Cancel Property Cost Attribute
564 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
8 3 23 33 -6 7~10 Head
Carmine does an upwards roundhouse kick at a 45 degree angle.
6C
6C
6C
UNI Carmine 6C.png
Normal
UNI Carmine 6C IC.png
Charged
Damage Guard Cancel Property Cost Attribute
550 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 3 21 36 -6 -

Carmine does a back hand spinning swipe shooting forth a large trail of blood crystals.

Damage Guard Cancel Property Cost Attribute
740 High SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
27 3 26 55 -11 -
Charged version of his 6C that extends the hit box horizontally.
3C
3C
3C
UNI Carmine 3C.png
Normal
UNI Carmine 3C.png
Charged
Damage Guard Cancel Property Cost Attribute
781 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
15 5 20 39 -9 11~16 Head

Carmine shoots a large splatter of blood crystals.

Damage Guard Cancel Property Cost Attribute
890 Mid SP, EX, CS Wall bounce - Strike
Startup Active Recovery Overall Advantage Invul
20 5 20 44 -7 17~21 Head
Charged version.

Dash Moves

66B
66B
66B
UNI Carmine 3B.png
Damage Guard Cancel Property Cost Attribute
620 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
10 3 15 27 -4 7~12 Head
Carmine does the roundhouse kick that he does in his 3B.
66C
66C
66C
UNI Carmine 6C.png
Damage Guard Cancel Property Cost Attribute
1122 Mid SP, EX, CS Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
15 5 16 35 -1 -
Carmine does the spinning swipe attack that he does during his 6C.

Universal Mechanics

Force Function

Twist!
B+C
UNI Carmine BC.png
B+C
Twist!
Damage Guard Cancel Property Cost Attribute
320 Mid EX, CS - 300 VIT (Vorpal: 150 VIT) Strike, Foot
Startup Active Recovery Overall Advantage Invul
15 3 23 40 -3 -
B+C
Twist! (Vorpal)
Damage Guard Cancel Property Cost Attribute
352 Mid EX, CS - 150 VIT, 0.5 GRD Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 3 23 37 -3 -
Carmine does a mocking gesture and shoots out a dissolve in front of him.
Aerial Force Function
Twist! (Air)
jB+C
UNI Carmine j.BC.png
jB+C
Twist! (Air)
Damage Guard Cancel Property Cost Attribute
320 Mid EX, CS - 300 VIT, 1 GRD Strike, Foot
Startup Active Recovery Overall Advantage Invul
16 3 23 40 -3 -
jB+C
Twist! (Air Vorpal)
Damage Guard Cancel Property Cost Attribute
352 Mid EX, CS - 150 VIT, 0.5 GRD Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 3 23 37 -3 -
Throw
Throw
A+D
UNI Carmine AD.png
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1580 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 26 30 +61 (hit) -

Carmine grabs the opponent by the throat and then slams them to the ground.

  • Recovers VIT.
Guard Thrust
Guard Thrust
6ABC after guarding
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Veil Off
Veil Off
A+B+C
UNI Carmine ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full

No results 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.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 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.

Special Moves

236X
Spin!
「まわれェ!」
236X
UNI Carmine 236X.png
236A
Spin! (A)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield CS - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
34 37 - 34 +53~+72 -

Carmine throws a large spinning blade that travels backwards before leaving a dissolve behind.

236B
Spin! (B)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield CS - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
34 37 - 34 +53~+72 -

The B version.

236C
Spin! (C)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield CS - 100 EXS, 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
19 52 16 34 +62 1~3 Throw
The C (EX) version.
j.236X
Spin! (Air)
「まわれェ!」
j236X
UNI Carmine j.236X.png
j236A
Spin! (air A)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
37 37 9 on landing 40 +70 -

While in the air, Carmine throws a spinning blade that behaves like the grounded version before leaving a dissolve.

j236B
Spin! (air B)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
37 37 9 on landing 40 +70 -

The B version sets the spinning blade lower on the screen that behaves similar to the grounded version before leaving a dissolve.

j236C
Spin! (air C)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - 100 EXS, 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
22 52 9 on landing 40 +60 1~3 Throw
The C (EX) version creates a larger, faster, and longer lasting blade before leaving a dissolve.
Spin! (Dissolve)
Spin! (Dissolve)
「まわれェ!」
236X
UNI Carmine 236X Dissolve.png
236X
Spin! (Dissolve)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - - Foot, Projectile
Startup Active Recovery Overall Advantage Invul
30 18 - - Varies -
623X
Pulverize!
「すり潰せ!」
623X
UNI Carmine 623X.png
A/B Version
UNI Carmine 623C.png
A/B Version
623A
Pulverize! (A)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
18 6 12 35 -4[+2] 15~23 Head, 12~23 Dive

Carmine swings his arms in a cross pattern forming two arcing trails of blood crystals that intersect.

623B
Pulverize! (B)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 6 18 34 -10[-5] 6~16 Head, 3~16 Dive

The B version has quite a bit of differences from the A version.

623C
Pulverize! (C)
Damage Guard Cancel Property Cost Attribute
- Mid CS - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
13 12 20 44 -12~+11 1~13 Full
The fastest and biggest version of the move, both for the move itself and the dissolves following it.
Pulverize! (Dissolve)
Pulverize! (Dissolve)
「すり潰せ!」
623X
UNI Carmine 623X Dissolve.png
623A
Pulverize! (Dissolve A)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - - Projectile
Startup Active Recovery Overall Advantage Invul
24 7 - - +20 -

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.

623B
Pulverize! (Dissolve B)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - - Projectile
Startup Active Recovery Overall Advantage Invul
17 7 - - +14 -

The B version happens faster and is more likely to be used in neutral situations owing to how Pulverize! itself functions. Great combo starter.

623C
Pulverize! (Dissolve C)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield - - - Projectile
Startup Active Recovery Overall Advantage Invul
16 7 - - +3 -
The biggest version of the move. Nice to have, but if you're using 623C, it's probably not for Dissolve damage conversions.
214X
Thrust!
「ブチ抜け!」
214X
UNI Carmine 214X.png
A/B Version
UNI Carmine 214C.png
EX Version
214A
Thrust! (A)
Damage Guard Cancel Property Cost Attribute
- Mid EX, CS - - -
Startup Active Recovery Overall Advantage Invul
13 2(9)7 24 54 -2 -

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.

214B
Thrust! (B)
Damage Guard Cancel Property Cost Attribute
- Mid EX, CS - - -
Startup Active Recovery Overall Advantage Invul
14 2(13)7 27 62 -5 -

The B version has a bit more range than the A version.

214C
Thrust! (C)
Damage Guard Cancel Property Cost Attribute
- Mid, Air, Air Shield CS - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
16 - - - +2 -
The C (EX) version causes Carmine to jump up and rain blood spikes in the area in front of him.
214[X]
Thrust! (Charged)
「ブチ抜け!」
214UNI Input Hold.png[X]
UNI Carmine 214X IC 1.png
214[A]
Thrust! (Increase A)
Damage Guard Cancel Property Cost Attribute
- Mid EX, CS - 300 VIT (Vorpal: 150 VIT) Strike
Startup Active Recovery Overall Advantage Invul
31 5 18 53 -1 -

When Charged, Carmine does not perform the second attack and the first attack leaves a dissolve trap.

214[B]
Thrust! (Increase B)
Damage Guard Cancel Property Cost Attribute
- Mid EX, CS - 300 VIT (Vorpal: 150 VIT) Strike
Startup Active Recovery Overall Advantage Invul
31 5 18 53 -1 -
The B version.
214]X[
Thrust! (Release)
「ブチ抜け!」
214UNI Input Release.png]X[
UNI Carmine 214X IC 2.png
214]X[
Thrust! (Release)
Damage Guard Cancel Property Cost Attribute
- Mid EX, CS - 300 VIT (Vorpal: 150 VIT) Strike
Startup Active Recovery Overall Advantage Invul
- - - - - -

The follow-up is the same for both versions.

  • Launches on hit.
22X
Launch!
「突き上げろ!」
22X
UNI Carmine 22X.png
Nope, that does it, you're going to the Blood House
22A
Launch! (A)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
18 3 25 44 +2 -

Carmine summons a blood crystal from the ground.

22B
Launch! (B)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
18 3 25 44 +2 -

Same as 22A but summoned mid range.

22C
Launch! (C)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - 300 VIT (Vorpal: 150 VIT) Projectile
Startup Active Recovery Overall Advantage Invul
16 3 24 41 +3 [+4] 1~3 Throw
Summons a crystal that homes in on the opponent and got a completely ridiculous hitstun.
Launch! (Dissolve)
Launch! (Dissolve)
「突き上げろ!」
22X
UNI Carmine 22X Dissolve.png
22X
Launch! (Dissolve)
Damage Guard Cancel Property Cost Attribute
- Low EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
18 3 25 44 +2 -
A smaller pillar will raise where any previously placed dissolves are.
63214C
Give Me That!
「そいつをよこしやがれ!」
63214C
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results
  • Recovers 1200 VIT over time.
  • Will connect one frame earlier and against airborne opponents if used during a combo.
  • Carmine will not sustain self-inflicted damage while regenerating health.
Carmine's only real reversal outside of universal mechanics. It 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.

Supers

Infinite Worth

Hahahaha! Be Devoured!
「ヒャハハハハハ!喰らい尽くせ!」
41236D
UNI Carmine 41236D.png
41236D
Hahahaha! Be Devoured!
Damage Guard Cancel Property Cost Attribute
- Low (ground spikes only), Mid, Air, Air shield - - 200 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
7 - - 73 -38~-22 1~25 Full
Carmine becomes surrounded by spikes.

Infinite Worth EXS

You Shit! This is the END!
クソが!これで仕舞いだァ!
A+B+C+D
UNI Carmine ABCD.png
A+B+C+D
You Shit! This is the END!
Damage Guard Cancel Property Cost Attribute
- All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
3+14 2 51 69 -25 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.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 2A
2C 2A
6C 2A
3B 2A
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
Inactive 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

Customization Unlocks (2000 IP Each)

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