From Dustloop Wiki
< BBTag‎ | Carmine
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List


# Combo Position Damage Health Cost Difficulty Notes
1 5AAA > 2C > 2B > 5BB > dl.A+D Any 5646 -750 [2] Easy Standard solo combo for racking up damage.
2 5AAA > 2C > 5B > 214A, 5AAA > 5BB > 5AAAA Any 6967 -2250, +2000 [3] Intermediate Carmine's basic combo route that consists of 5A loops and a lifesteal.
3 5AAA > 2C > 5B > 214A, 5AAA > (jc > j.AA(3))*2 > j.C Any 7013 -3000 [3] Intermediate Standard ground to air combo.
4 (5A > 5B > 214A)*3 > 5AAAA Corner 8694 -4500, +2000 [2] Easy Fairly easy corner combo that deals massive damage.
4 Grab > 2A > 5A > 5BB > IADj.AA(3)C > 2B > 5BB > dl.A+D Any 5098 +2000, -4500 [3] Intermediate Standard grab combo.
6 5A > 2C > 5B > dl.236C > IADj.A(2)C > 2B > 5BB > 5AAAA Midscreen/Corner ~8000/8876 -3750, +2000 [3] Intermediate Single meter combo using "Spin!". Damage changes based on how many hits from 236C and 5BB.
7 5A > 5B > 236C > (5B > 214A)*2 > 2B > 5B > 214A > 5AAAA Corner 10234 -6000, +2000 [3] Intermediate Single meter combo that deals massive damage, including to yourself. It'll be bad if they burst out before your lifesteal, so it's recommended to use this if they use wakeup reversal.
8 Grab > 2A > (5A > 5B > 214A)*2 > 5AAAA Corner 5719 +2000, -3000, +1000 [2] Easy Similar to the previous combo, but starting with a grab. If the combo is completed, you basically lose no health but recover none either.
9 2B > hjc > j.A(2) > jc > j.BB, j.A(2) > dl.jC > 2B > 5BB > 5AAAA Any 7026 -2000, +2000 [3] Intermediate Anti-air combo. If the combo is completed, you basically lose no health but recover none either.
10 5AAA > 2C > 5B > 214A, (5AAA > 5BB)*2 > 236BC Any 9019 -4500 [3] Intermediate A basic combo that leads into a super.
11 (5A > 5B > 214A)*4 > 5AA > 5BB > 236BC Corner 11317 -6750 [3] Intermediate Advanced corner combo that ends with a super and deals massive damage. Very risky to use as you sacrifice almost a third of your full health.


Combo Theory

What sets Carmine apart from others is his use of dissolves in combos. Some moves set dissolves while some can even use them mid combo. Using these dissolve manipulators in combos will stack extra damage while some can even grant new combo opportunities. For example, if the dissolves used after 214x or 5BB hit the enemy, it will of course do extra damage; but after grab, you can combo into 236A if a dissolve was set nearby thanks to this mechanic. Not all combos will end with dissolves left behind, but knowing the placement of your dissolves for combos that do can also be important in setting up any potential oki.

In nuetral, your combos will likely start with his 5A, 2C, or grab. Sometimes, you may also end up hitting opponents with 5BB which can go into 214BC for a full combo. Like other characters, 2B is his anti air and 2A is used for his low mixups. His j.A is a great air button with a crossup hitbox to boot so finding confirms off of these are crucial. Additionally, Carmine is able to reverse beat which makes his combo potential all the better.

Carmine wants to end combos with j.B, j.C, 214C, or most importantly, his 5AAA ender for the lifesteal. Although 5AAA side switches, the cross raid mechanic ensures that opponents will land on the same side while also granting extra damge.

Video Examples

Basic combos by Meno

Combos by かくげ Fighting Games

j.C > 2B routes by @GREATFERNMAN

External Documents and References

Carmine Combo Resource by dead_irl_ Also contains assorted information such as recommended partners



Persona 4 Arena

Under Night In-Birth


Guest Entries
Systems Pages
# Combo Position Damage Health Cost Difficulty Notes
1 5AA > 214C > 4P > 214C*6 > IADj.C > 2B > 5BB > 236BC[.P] Corner 12172 [14000+] -7500 [4] Hard Very hard assist combo, as it may break your fingers. Not optimal in the slightest, but it is a considerably good reward for 2 meters in the corner.