Under Night In-Birth/UNI2/Carmine/Strategy

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Uni2 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 and Waldstein matchups for it lets you OS their strike/throw mixups without having to commit to the AD

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 using an OS is much riskier than usual. It isn't recommended to try and tech the throw for he can fake it, make you whiff throw or your anti-air OS like a 3CAD with his good backdash and get you hit by the bomb. You can run outside of the bomb's range and grab him depending on how long is he willing to keep this mindgame going or to bait a backdash>release. This also 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. If he does a gapless wheel to set up a fuzzy, think about Guard Thrust and use it at the right moment such as: In reaction to him jumping because guard thrust are air unblockable, in reaction to 6[C]'s startup or if you feel any other gimmick coming.

Videos

External Links

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