This page is for an outdated version of the game (UNIST). To see Carmine's character page for the latest version (UNICLR), click here.
“
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.
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.
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
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.
(5B)~B
Damage
Guard
Cancel
Property
Cost
Attribute
490
Mid
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.
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.
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.
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.
Hits twice forcing opponents to stand block longer than a normal jump in.
Very good combo filler as well, particularly in corner-carry combos.
Charged
Damage
Guard
Cancel
Property
Cost
Attribute
420*2(772 2-hit)
High, Air Shield
SP, EX, CS
-
-
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.
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
-
-
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.
Carmine's new button in [st].
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.
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
Damage
Guard
Cancel
Property
Cost
Attribute
440x2 (720)
Mid, Air
SP, EX, CS
-
-
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.
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.
Charged
Damage
Guard
Cancel
Property
Cost
Attribute
890
Mid
SP, EX, CS
-
-
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.
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.
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.
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.
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
[10 on landing]
40
+69
-
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
[10 on landing]
40
+59
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.
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
11~16 Head
6~16 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
8~9 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.
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.
It gives a little bit better advantage during block strings than Reverse Beat, but your opponent is more likely to try and escape.
You can super cancel on the first or second attack on 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, it launches the opponent slightly but you cannot combo after wards unless the opponent was already off the ground.
B
Damage
Guard
Cancel
Property
Cost
Attribute
650,1150 (1673)
Mid
EX, CS
-
300 VIT (Vorpal: 150 VIT)
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.
Also able to hit opponents off of 3[C] if you have no dissolves on-screen.
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
+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 meaty's.
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.
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, 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.
You can then switch the charge &release back to the B button using the same trick.
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 (and are using a stick instead of a pad).