Under Night In-Birth/UNIST/Carmine/Strategy

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Carmine is able to, at the cost of his health, leave puddles of blood, 'dissolve', on the stage that he can later interact with by utilizing his special moves. Carmine can use his 6B, j.6B, 236X, j.236X, 22A/B, and B+C attacks to leave dissolves on the stage but this will cost him 300 health each time he uses one of these moves. During Vorpal state, these moves will cost 150 health, half the normal cost, for each use. His B+C will not cost health to use if there are existing dissolves on the stage, and it will shift the position of existing dissolves forwards or backwards pending the direction you're holding when using the attack.

In addition Carmine has two ways to regain health - the first way is is through his normal throw and the second way is through his command grab super (63214C). The normal throw regains 400 health while the command grab super regains 1200 health.

Carmine's special move interactions with his dissolves are imperative to understand, as they are used to extend his combos, improve his zoning, and create offensive/defensive options. It's also important to understand what your options are based on the positioning of the dissolves. Don't forget to utilize his 6 and 4B+C to manipulate the positions of the dissolves to adapt to given situations.

Mix Ups

Carmine mix ups involve getting the opponent to block 236X or be weary of a 214[X] trap. There are a few ways to set up both of these. The first method is within the neutral game since both 236X and 214[X] are good neutral game tools for Carmine. If you manage to get the opponent to run into these during the neutral game you can start his mix up game. The second method is within a block string. The block string method is risky against some characters as both specials are slow on start up and susceptible to mashing, reversals, or reaction interrupts. You can use chain shift or super cancels to make it safe though. The third option is off of a normal throw or a command grab super. The last method is ending his combos with attacks that end in a knockdown and allow Carmine to set up a 214[X], 236A/B, or TK j.236A/B after wards. Once the opponent is blocking 236X or respects your options with 214[X] this lets Carmine do a multi-layered mix up of baits and high/low/throw games.

  • Block String Setups

This will be character dependent because you need to be aware of their attack ranges and reversal options. In general, you want to avoid using the block string method against characters who have long range normals or reversals that can interrupt you out of the start up of 236X. If you've varied your block strings enough against the opponent they may respect you enough to block 236X if you do it in a block string. Otherwise, you can do a block string into 236X and chain shift immediately but this method is better if you have a dissolve on screen. You can do a block string into 22A/B, Chain Shift, 236X and then go in for pressure/mix ups. If you have at least 100% meter you can do any block string into 214A/B and super cancel 236C on the first or second hit of the attack. While they're blocking 236C you can go for a mix up or do extended pressure. If you get an opponent to block 236X you can dash in and do 214[A/B]. From there you can repeat 236X, 214[A/B] indefinitely unless the opponent Veil Offs or Guard Thrusts but both of these options can be baited and punished. This block string loops is not the best idea because it costs you 300 health for each special you use so you do more damage to yourself than the chip damage being done to the opponent. It's something worth repeating a few times in order to get the opponent to flinch or start a mix up.

  • Okizeme Setups

All of Carmine's combos should end in 66C, 2C, j.[C], 22C, or 63214C because they cause a knockdown that lets you set up a 214[X], 236X, or TK j.236X.

  • 214[X] Mix Up Options

1. Bait
2. Meaty
3. 6[C] overhead
4. Throw
5. Assault
6. 6B+C


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