Under Night In-Birth/UNICLR/Carmine/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

CARMINE COMBO DOC

Fantastic combo document by Paddu, Teapartycthulu, and Spinach. Contains video demonstrations, a wide variety of combos, and plenty of explanations! Please check it out.

UNI Carmine 3B.png

https://docs.google.com/document/d/1M8Eab1oeZ0J3yS1sV9IgFEgweJSED5KQDO3pA786zd8/edit

Theory

Combo theory

  • Going into 236X as early as possible is often optimal
  • Replace j[C] with 66C in the corner where applicable
  • Any special>Bomb>22A/B is optimal in the corner. If your starter was 22A/B, do 22X/Bomb>2C>236X
  • 6BB makes confirms easier but considerably weaker and uses more health

FAQ

How do I do x?

Delay x buttton

Enders

Combo Cost Location
  • Ender for good midscreen oki
  • Ender for good corner oki
  • Meter dump ender for 1 bomb oki midscreen, 2 bombs in the corner
  • CVO ender
  • CVO ender 30% health

Combos

Carmine Combo doc: https://docs.google.com/document/d/1M8Eab1oeZ0J3yS1sV9IgFEgweJSED5KQDO3pA786zd8/edit?usp=sharing

A Starters

Combo Damage Cost Meter Gain Location
  • 5A combo
  • 2A combo

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

External Links

Carmine Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-12-02 by FalconMan.

36% complete
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
  • Created base pages
  • Fill in Strategies
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Combos
  • Created base pages
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General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika