“
|
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
|
- Pressure: Almost all of Carmine's special moves are plus on block, and the ones that aren't will activate Dissolves to make them at least safe. Spin! is notable as it's a whopping +72 on block.
- Mixups: Carmine is able to move freely during Spin! and Thrust! (Charged) is activated on negative edge, allowing him to perform all manner of mixups and remain safe (if not plus).
- Damage: Carmine has the highest meterless damage in the corner making it possible to 3 touch people or even 2 touch in ideal situations
- Healing: Carmine's normal throw and 63214C heal him on connect.
- Comeback Factor: Special moves using health is a non-factor when Carmine has none left because it cannot KO him, letting him play as crazy as he wants to.
|
- Fragile: All his best options require spending health. Even if you play flawlessly, you'll never get a Perfect.
- Flawed Defense: Carmine's A buttons are slower than average and his reversals have very little invulnerability.
- Normals: Carmine's buttons are typically outclassed by other characters and some even have deadzones, making neutral difficult for him.
- Difficult: Requires creativity and unpredictability to open opponents up at high levels of play.
|
Character Stats
Health
|
Smart Steer Route
|
10800
|
5A 5B 6C 623B 214C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
1200
|
-900
|
5
|
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
8
|
2800
|
300
|
4000
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
4
|
27
|
-41614
|
1~8 Full 9~10 Throw
|
Throw Width (pixels)
|
Throw Range (pixels)
|
200
|
100
|
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
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 5BB 5BB
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
530
|
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.
- Comparably normal start up for a 5B and it contains a really good horizontal hit box.
- It is his best standing normal due to it's versatility.
- It's used in his neutral game, block strings, primary combo starter, allows him to combo from his far pokes, and is a situational anti-air.
- It's his most versatile normal.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
Mid
|
N [hit only], SP, EX, CS
|
Launch
|
-
|
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.
- This contains a large amount of active frames but due to its limitations, it's mostly used for combos off of max ranged 5B or 2C starters.
- On hit it launches the opponent into the air and can be jump or special cancelled to continue the combo.
- It is also used in certain block strings due to it's forward moving properties.
- Can also be used from 5AA after you've used your 5B gatling option.
- On block or hit, you cannot gatling into any other normal leaving you at frame disadvantage.
- You must special cancel after wards to keep yourself safe or at frame advantage.
- During the neutral game, you can gatling into 5BB and then double special cancel to 236C to either set up a mix up or start the pseudo infinite block string.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
610
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
24
|
41
|
-9
|
-
|
Carmine swings his arm leaving behind a trail of blood crystals.
- Slow and can be hard to capitalize on at full range, and the attack's hit box is concentrated more towards the bottom of the attack then at the top, which can cause it to whiff at jumping opponents at certain ranges.
- It's primarily used in block strings and combos, thanks to it's huge cancel window and ability to OTG.
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
170
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2
|
12
|
20
|
-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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
5
|
13
|
24
|
-2
|
-
|
Carmine performs an awkward crouching kick.
- 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.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
540
|
Low
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
29
|
41
|
-15
|
-
|
Carmine performs a crouching elbow attack that shoots out a long ranged blood crystal.
- It's his best normal during the ground neutral game due to its range and the fact that it hits low.
- Keep in mind that the opponent can ground assault over it if you're too predictable with it.
- This is his best normal in combos because it's a strong combo starter, allows for the best combo extensions, and is the best combo ender because it causes a knockdown allowing you to set up okizeme options after wards.
- It's good in block strings because it slightly sucks the opponent in, which allows for extended block strings with 5A.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
14(2 on land)
|
-
|
Varies
|
-
|
Carmine performs a quick downward swipe.
- This is used in his combos and as an assault starter with a 236A/214[A/B] set up.
- It can also be used to set up a double over head by utilizing Chain Shift.
- For example, assault j.A, CS, j.B into a combo if it hits.
- The damage output post combo starter is low and it's character specific.
|
|
j.B
j.B j.B j.BB j.BB
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
410
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
17 [3 on landing]
|
29
|
Varies
|
-
|
Carmine performs a wide downward strike with a blood crystal.
- It's mostly used during his combos.
- The active frames on this jumping normal is short, which is not ideal for a jump in/assault starter.
- It's a good normal in air-to-air situations, like against Merkava's glide.
- You can also use the short active frames as a fake out into a low/throw during a grounded assault.
- If you do j.B during the peak of the ground assault it will whiff and you can go for a 2B (low) or throw after wards.
|
j.BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
390
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
|
17 [3 on landing]
|
26
|
Varies
|
-
|
Carmine creates a second blood crystal to strike again.
|
|
j.C
Normal Normal Charged Charged
|
j.C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
310*2(585 2-hit)
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
1,1
|
34(4 on land)
|
47
|
Varies
|
-
|
Strong air normal with a hitbox around Carmine.
- This is Carmine's staple air-to-ground approach.
- Hits twice forcing opponents to stand block longer than a normal jump in.
- Very good combo filler as well, particularly in corner-carry combos.
|
j.[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420*2(772 2-hit)
|
High, Air Shield
|
N, SP, EX, CS
|
Knockdown on air hit
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
25
|
1,2
|
34(4 on land)
|
61
|
Varies
|
-
|
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.
|
|
Command Normals
6B
6B 6B (6B)~B (6B)~B 6[B] 6[B]
|
6B Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid, Air
|
UNQ
|
-
|
300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
22 (max)
|
24
|
38
|
-2
|
-
|
Fires a horizontal blood crystal projectile and sets dissolve where the projectile impacts.
- Primary method to setting dissolve on screen.
- If there is an existing 6B dissolve when another 6B is thrown the dissolve is moved to the new impact location.
- It costs the standard 300 health for each use unless in Vorpal state.
- It's particularly fast and is considered to be both a projectile and a physical attack allowing it to beat a lot of different attacks.
- A very important zoning tool that is also his best way to set a dissolve during the neutral game.
- The common mistake for new Carmine players is to over use this move and use up a lot of their health with it.
- If the opponent catches on to this they will wait it out and let you slowly kill yourself. A very important tool during his combos because it sets up the necessary dissolve for combo extensions.
- You can convert into a full combo from mid to full screen by going 6B+C xx 22C into anything afterwards.
- While the damage output from this isn't high, it's a complete momentum shift in your favor.
- It's negative frames on block at point blank range but can be positive frames depending on your spacing; however, it effectively ends your pressure as you cannot gatling from it.8
|
(6B)~B Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
440x2 (720)
|
Mid, Air
|
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.
- Available from 6B from hit or 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.
|
6[B] Anti-Air Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid, Air
|
UNQ
|
-
|
300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
-
|
-
|
40
|
-5
|
-
|
Carmine throws a small spinning blade forward in the air.
- Follow-up can also be performed from this move.
- 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.
|
|
j.6B
j.6B j.6B (j.6B)~B (j.6B)~B
|
j.6B Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid, Air
|
UNQ
|
-
|
300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
12(max)
|
[10 on landing]
|
31
|
+11
|
-
|
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.
- Key combo move off an assault starter because there's too much hit stun scaling to go for the typical 2C, 6B, 2C xx 236X combo extension.
|
(j.6B)~B Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
440x2 (720)
|
Mid, Air
|
SP, EX, CS
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
7
|
[9 on landing]
|
48
|
-6
|
-
|
Aerial version of 6BB.
- It can also convert into a combo on hit, but depending on height, you can just let yourself drop down and pick up a better combo from the necessary 6B.
- On block, it makes Carmine do a little more hang-time, which gives the opponent more time to recover.
|
|
3B
|
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.
- 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.
|
|
6C
Normal Normal Charged Charged
|
6C Normal
|
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.
- 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
|
6[C] Increase
|
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.
- 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.
|
|
3C
Normal Normal Charged Charged
|
3C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
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.
- 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.
|
3[C] Increase
|
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.
- 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.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
564
|
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.
- It blows the opponent back on hit instead of launching.
- Stupid amounts of untechable time against air opponents.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
Mid
|
SP, EX, CS
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
4
|
19
|
40
|
-5
|
-
|
Carmine does the spinning swipe attack that he does during his 6C.
- On hit it causes a knockdown making it useful for combo extensions as well as combo enders to set up okizeme.
- It has some situational applications in certain match ups, such as against Merkava's start up on his flight.
|
|
Universal Mechanics
Force Function
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
320
|
Mid
|
EX, CS
|
-
|
300 VIT, 1 GRD
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
23
|
40
|
-3
|
-
|
Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
320
|
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.
- It creates a dissolve, consuming health, in front of Carmine if there are no existing dissolves on screen.
- The dissolve it generates has a hit box.
- If there are existing dissolves on screen it will instead manipulate their positions.
- 6B+C will move them forwards while 4B+C moves them backwards.
- Manipulating the positions of the dissolve(s) will not consume any health and each dissolve will have a hit box during the position change.
- It's useful to manipulate the dissolve(s) for better screen positioning, interrupts from full screen, versus back techs with 214[A], and as combo filler.
- Pressing 3 or 1 along BC will make the puddle go further, at the price of having a slower startup: 19 frames without vorpal, and 16 frames with.
|
|
Aerial Force Function
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
320
|
Mid
|
EX, CS
|
-
|
300 VIT, 1 GRD
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
19
|
36
|
+1
|
-
|
Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
320
|
Mid
|
EX, CS
|
-
|
150 VIT, 0.5 GRD
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
3
|
19
|
33
|
+1
|
-
|
Carmine does a mocking gesture in the air and shoots out a dissolve in front of him.
- Functionally similar to the grounded version, but used for different purposes.
- Can be used to bait out anti-airs, and in combos low to the ground.
- Somewhat rare to see.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1536
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+61 (hit)
|
-
|
Carmine grabs the opponent by the throat and then slams them to the ground.
- Recovers 400 VIT.
- Carmine's throw game is quite strong due to his okizeme options and is one of the few ways he can regain health so don't neglect to use it.
- The knockdown lasts a long time and allows you to set a 214[X] and maneuver around slightly.
- The opponent can back tech from the throw so if you had set a 214[X] use 6B+C, ]X[ to force pressure on the opponent.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
- Carmine doesn't have an easy way to escape pressure, so this will be one of his best reversals.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
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.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380xN (1337)
|
Mid, Air, Air Shield
|
CS
|
-
|
300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
34
|
37
|
-
|
34
|
+72
|
-
|
Carmine throws a large spinning blade that travels backwards before leaving a dissolve behind.
- You can only have one 236X special on screen at one time. When used with dissolve(s) on screen, all dissolves becomes spinning blades that travel across the ground and towards the opponent.
- Afterwards, all other dissolves disappear.
- The dissolve follow-up comes out in 30f and tracks the opponent on the ground.
- The dissolve follow-up OTG's making it his primary tool in combo extensions.
- The A version sets the spinning blade low to the ground.
- This is an extremely important move in Carmine's repertoire of attacks.
- It's the basis of his okizeme game because of the extended block stun.
- The A version is the most used version to start his okizeme game, pressure, and combo extensions.
- It's also a very good space control tool during the neutral game, especially with dissolves on screen, and forces offensive characters to play patiently.
- It's really good at stopping assault and air assault approaches. You can convert to a full combo if it hits, which leads into his okizeme game.
- If the opponent chicken guards any 236X you can attempt an air unblockable attack to break their guard.
- If you get hit during the attack the blade will disappear, so you can't use this move randomly or liberally within block strings
- You'll need to understand the ranges of your opponents attacks before using this move in block strings because the slow start up makes Carmine susceptible to mashing and reaction interrupts.
- You can chain shift the start-up to keep yourself safe from or apply additional pressure.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380xN (1337)
|
Mid, Air, Air Shield
|
CS,
|
-
|
300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
34
|
37
|
-
|
34
|
+72
|
-
|
The B version.
- Sets the spinning blade higher on the screen before leaving a dissolve on the screen.
- The dissolve follow-up comes out in 30f and reacts the same way as the A version. The B version whiffs on most crouching characters and is not commonly used to set up his okizeme, or pressure game.
- It has it uses in setting up tick throws and command grabs because it whiffs on most crouching characters.
- It's interchangeable with the A version for combo extensions but is particularly useful in the neutral game.
- The higher positioning of the blade controls a lot more air space than the A version effectively shutting down aerial assault approaches.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180xN (1665)
|
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 (EXS) version.
- Creates a larger, faster, and longer lasting blade before leaving a dissolve on screen.
- The dissolve follow-up comes out in 29f after the super flash and behaves the same way as the A and B versions.
- It's primarily used for high damage combos off of an overhead, or Infinite Words combos from a Veil Off.
- You can't super cancel 236A/B into 236C since you can only have one 236X on screen but you can super cancel any of his other specials into 236C.
- Can also be used to setup his corner 'infinite' block string into an eventual mix up.
|
|
j.236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380xN (1337)
|
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.
- The dissolve follow-up comes out in 33f and behaves the same as way as the grounded versions. Afterwards, all other dissolves disappear.
- The position of the spinning blade is dependent on Carmine's position in the air, the lower you are to the ground the lower the position of the blade will be.
- When Carmine does j.236X it stops his jumping momentum and moves him back. This makes it good for baiting anti-airs after doing an assault or aerial assault.
- You can TK the attack (2369X) but it must be done instantly off the ground; if you try to delay the TK he will perform a full jump attack instead leaving you vulnerable.
- It's used in some corner combos, his neutral game, anti-air baits, and TK is for okizeme.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380xN (1337)
|
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.
- The dissolve follow-up comes out in 33f and behaves the same way as the grounded versions as well.
- The position of the B version is, again, dependent on Carmine's position in the air but it also throws the blade lower to the ground than the A version.
- Again, it's mostly used in some corner combos, neutral game, anti-air baits, and TK is for okizeme.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180xN (1665)
|
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 (EXS) version creates a larger, faster, and longer lasting blade before leaving a dissolve.
- The dissolve follow-up comes out in 33f after the super flash and behaves the same way as the grounded versions.
- This version of j.236X is not really used in okizeme, pressure, or combos.
- There's some use against Merkava in the neutral game to catch him out of his flight but that is extremely situational.
|
|
Spin! (Dissolve)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid, Air, Air Shield
|
-
|
-
|
-
|
Foot, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
18
|
-
|
-
|
Varies
|
-
|
Small wheels produced from a Dissolve puddle on the ground when using either 236X or j236X.
|
|
623X
A/B Version A/B Version EX Version EX Version
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550x3 (1352)
|
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.
- Surprisingly, this attack hits low and is good in his pressure game to catch people mashing, trying to chicken block, or blocking high in anticipation of his charged 6C overhead.
- When activated with a dissolve on screen the dissolve will create an arcing blood trail that arcs towards Carmine. Afterwards, all of the dissolves on screen will disappear.
- The dissolve follow-up comes out in 24f and does not hit low.
- On hit, the attack launches the opponent slightly allowing for combo follow-ups.
- If the opponent is hit by the dissolve follow-up they are launched much higher with a long untechable time allowing for better combo routes and combo conversions from full screen.
- The dissolve follow-up on block has a vacuum effect and if used in conjunction with the attack itself leaves him +2.
- With multiple dissolves spread out on the screen, Carmine can effectively control a lot of ground with this move.
- You're looking to position the opponent on top or behind one of the dissolves to make this option a threat.
- Using 6B+C or 4B+C can help re-position the dissolves to gain an advantageous position. While the hit boxes control a lot of ground space the opponent can jump or air assault over them to punish you.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
567x3 (1393)
|
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.
- The start up is faster, dissolve follow-up is faster (18f), the hit box is larger, and the recovery is longer.
- It's not something you want to use in block strings because you're completely punishable if done too close, even if you use the dissolves with the attack.
- It's used mostly during the neutral game and in specific combos. Has anti-air frames, but the hitbox means it only works against deep attacks.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
200x11 (1812)
|
Mid
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
12
|
20
|
44
|
-12
|
1~7 Full, 8~13 Head/Dive, 8~9 Throw
|
The fastest and biggest version of the move, both for the move itself and the dissolves following it.
- A quasi-reversal that has its invulnerability end before it becomes active.
- Can be used to beat some meaties and wake-up assaults, but can easily lose to fireballs and late active frames.
- Sees most of its use in Veil-off combos.
|
|
Pulverize! (Dissolve)
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1040
|
Mid, Air, Air Shield
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24
|
7
|
-
|
-
|
+17-20
|
-
|
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.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
Mid, Air, Air Shield
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
7
|
-
|
-
|
+11-14
|
-
|
The B version happens faster and is more likely to be used in neutral situations owing to how Pulverize! itself functions. Great combo starter.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1040
|
Mid, Air, Air Shield
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
7
|
-
|
-
|
-
|
-
|
The biggest version of the move. Nice to have, but if you're using 623C, it's probably not for Dissolve damage conversions.
|
|
214X
A/B Version A/B Version EX Version EX Version
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650,1150 (1673)
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
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.
- Amazing zoning tool/poke due to it's huge hitboxes for no hurtbox.
- It gives a little bit better advantage during blockstrings than Reverse Beats like 2C>2A, but your opponent is more likely to try and escape.
- You can super cancel on the first or second attack on whiff, block or hit, allowing you to cancel into 236C to gain massive frame advantage into a mix up or additional pressure to push the opponent into the corner, or 214C for a combo mid-screen.
- On hit, both hits launch the opponent allowing you to combo with 5B if done as close as possible on ground hit or 2C on air hit in the corner.
- If blocked at almost full range, being only -2 will let you play footsies for another turn.
- If Carmine is hit on the 9th frame or later, the first hitbox will still come out which makes this an excellent roundstart to beat others like Waldstein's 66B.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650,1150 (1673)
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
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.
- Disadvantageous on block.
- Both versions are air unblockable so this can be useful against opponents trying to avoid your dissolves on the ground. You will use this a lot in the Merkava matchup.
- Also able to hit opponents off of 3[C] if you have no dissolves on-screen.
- If Carmine is hit on the 10th frame or later, the first hitbox will still come out
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
222xN (1766)
|
Mid, Air
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
8
|
36
|
59
|
0~+6
|
1~3 Throw
|
The C (EXS) version causes Carmine to jump up and rain blood spikes in the area in front of him.
- This version moves him in the air rather quickly, which can be used to avoid some grounded attacks
- No invincibility frames on this move so it loses to meaties.
- If done close to the opponent it will automatically put you on the opposite side of the opponent, which is useful to get out of the corner if the opportunity arises. Other than that it's mostly used in combos lead into his Infinite Worth.
- If the opponent blocks the first hit standing you'll be +6 on block unless they are Linne, Mika or Vatista, since they're too small standing to get hit by the first hitbox that overrides all of the following attack's blockstun. (Thanks to [REDACTED] for figuring it out)
|
|
214[X]
Hold... Hold... And Release. And Release.
|
[A] set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
788
|
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.
- If you keep the button held down the dissolve follow-up does not come out; when you release the button the dissolve shoots up a ball that explodes into a blood crystal.
- There is no animation that Carmine has to go through before and after the dissolve follow-up making it amazing for baits and offensive pressure.
- The dissolve follow-up does not interact with other dissolves on screen nor does the 214[X] dissolve interact with other special moves.
- If Carmine is hit before releasing the button the dissolve disappears.
- If Carmine is hit after releasing the button the dissolve follow-up will not disappear making it a good mind game against the opponent.
- The dissolve follow-up on hit launches allowing for combo follow-ups.
- The A version allows you to use it with 6/4B+C, which makes it useful mid screen to deal with back techs or moving the trap around in relation to the opponent.
- The charged version becomes Carmine's best meaty and allows him to go for dissolve pressure during his okizeme game.
- Useful in the neutral game to set up defensive options that can be later turned into offensive options with 6/4B+C.
- You need to pick your spots when using this in neutral because the start up and recovery is slow leaving you susceptible to attacks and giving up ground to the opponent.
|
[B] set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
788
|
Mid
|
EX, CS
|
-
|
300 VIT (Vorpal: 150 VIT)
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
31
|
5
|
18
|
53
|
-1
|
-
|
The B version.
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. In addition, the charge & release can be moved back and forth between the B and C buttons by holding down one so you can release the other without ever releasing the charge. This makes this version strong in the corner, where you can do block strings and even combos without ever having to release the charge provided you have enough finger dexterity.
|
]X[ release
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
893
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
3
|
-
|
-
|
+28
|
-
|
The follow-up is the same for both versions.
|
|
22X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
893
|
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.
- Combo filler and used in pressure for frame traps.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
893
|
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
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1344
|
Low
|
-
|
-
|
100 EXS, 300 VIT (Vorpal: 150 VIT)
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
3
|
24
|
41
|
+4
|
1~3 Throw
|
Summons a crystal that homes in on the opponent and got a completely ridiculous hitstun.
- Either followed up by specials to get more damage, 214[A/B] for okizeme or Concentration to get GRD blocks. Usually a mix of them though.
- Can be useful against zoners and is air unblockable so it's a relatively strong tool fullscreen.
|
|
Launch! (Dissolve)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
893
|
Low
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
3
|
-
|
-
|
-
|
-
|
A smaller pillar will raise where any previously placed dissolves are.
|
|
63124C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1265
|
Unblockable
|
CS
|
-
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
36
|
46
|
-
|
1~10 Full
|
- Recovers 1200 VIT.
- Will connect one frame earlier and against airborne opponents if used during a combo.
Carmine's only real reversal outisde 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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3159
|
Low (ground spikes only), Mid, Air, Air Shield
|
-
|
-
|
200 EXS
|
Strike / Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
21
|
46
|
78
|
-19~-38
|
1~29 Full 30~31 Throw
|
Carmine becomes surrounded by spikes.
- Mostly a combo ender with a rather high minimum damage output, which somewhat varies depending on where you hit the opponent.
- The spikes around Carmine's feet does 375 damage.
- The spikes shot outwards do 200 damage each.
- On hit, the opponent is dealt 9 hits for 140 damage, and three hits for 425 damage.
- According to the official doc, the maximum damage done raw is 3159 damage.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3756 [Min: 1314]
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 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
|
-3
|
2C
|
2A
|
-5
|
6C
|
2A
|
-3
|
3B
|
2A
|
-1
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
5A
|
5C
|
4F
|
5A
|
6C
|
2F
|
2C
|
3C
|
2F
|
5BB
|
22A
|
3F
|
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
|
|
Jinta Twitter Youtube
|
 Brazil
|
Active
|
Started in EL
|
|
Notes Twitter Youtube
|
 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
|
|
Paddu
|
 European Union
|
Inactive
|
Started in [ST]
Strongest Carmine player in Europe
|
|
PapaPesto
|
 United States
|
Active
|
Started in [CL-R]
Got 3rd at Texas Showdown 2022
|
|
Schoolbus Twitter Youtube Twitch
|
 United States
|
Inactive
|
Started in EL
|
|
Spinach Twitter
|
 United States
|
Active
|
Started in EL
Strongest Carmine player in America, does well in tournaments since ST
|
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Carmine Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-03 by AuraDude.
Page
|
Completed
|
To-do
|
Score
|
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
|
|
|
0/25
|
Combos
|
|
|
1/25
|