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===Playstyle=== | ===Playstyle=== | ||
Carmine is a | Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must. | ||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
{| | {| | ||
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*Good space control thanks to his great normals, his specials and his dissolves. | *Good space control thanks to his great normals, his specials and his dissolves. | ||
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown. | *In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown. | ||
*Can set | *Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI. | ||
*Certain commands will recover some of his lost health. | *Certain commands will recover some of his lost health. | ||
*Has an unblockable setup which becomes confirmable with a delayed assist. | *Has an unblockable setup which becomes confirmable with a delayed assist. | ||
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* Carmine's old 5B. | * Carmine's old 5B. | ||
* Jump cancellable on hit and block | * Jump cancellable on hit and block | ||
* Throw cancellable | |||
A very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options. | A very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options. | ||
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|description= | |description= | ||
* Carmine's old 5BB. | * Carmine's old 5BB. | ||
* Throw cancellable | |||
Combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had. | Combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had. | ||
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|description= | |description= | ||
* Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner. | * Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner. | ||
Fast projectile that leaves a dissolve immediately upon hitting, allowing you to cancel it with 214X or 236X for combos and pressure. | Fast projectile that leaves a dissolve immediately upon hitting, allowing you to cancel it with 214X or 236X for combos and pressure. | ||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_5C.png |caption= | |image=BBTag_Carmine_5C.png |caption= I'm gonna do this on wake up and they won't see it coming | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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|description= | |description= | ||
* Carmine's old 2B. | * Carmine's old 2B. | ||
* Throw cancellable | |||
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. Jump cancellable on block. | low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. Jump cancellable on block. | ||
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* Carmine's 3B. | * Carmine's 3B. | ||
Anti air button and combo extender if you feel they are too high up. Has upper body invul. | Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Carmine's original 623C. | * Carmine's original 623C. | ||
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset. }} | Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset. }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_66C.png |caption= | |image=BBTag_Carmine_66C.png |caption= | ||
|name= | |name=5P | ||
|input= | |input=Dash C | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_Spin.png |caption= | |image=BBTag_Carmine_Spin.png |caption= Time to punish assist calls | ||
|name= | |name=6P | ||
|input= | |input=Spin! | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup=57 |active=N/A |recovery=N/A |frameAdv=+37 | |startup=57 |active=N/A |recovery=N/A |frameAdv=+37 | ||
|description= | |description= | ||
* | * Sets new/triggers existing dissolves, like Carmine's regular 236X. | ||
* Still takes Carmine's life to use this assist | * Still takes Carmine's life to use this assist | ||
Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version. | Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_Thrust.png |caption="Buchinuke!" (Punch right through!) | |image=BBTag_Carmine_Thrust.png |caption="Buchinuke!" (Punch right through!) | ||
|name= | |name=4P | ||
|input= | |input=Thrust! | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup=33 |active=N/A |recovery=N/A |frameAdv=+48 | |startup=33 |active=N/A |recovery=N/A |frameAdv=+48 | ||
|description= | |description= | ||
Carmine's original 214X | *Carmine's original 214X | ||
A double hitting back assist. Disjointed hitbox that technically counts as a projectile | |||
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.}} | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">No Escape...! Be Devoured!</font> ====== | ====== <font style="visibility:hidden" size="0">No Escape...! Be Devoured!</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_NoEscape.png |caption= "Mou nigasane...!" (Soon you can't run...!) | |image=BBTag_Carmine_NoEscape.png |caption=Welcome to the Red House. "Mou nigasane...!" (Soon you can't run...!) | ||
|input=214B+C | |input=214B+C | ||
|name=No Escape...! | |name=No Escape...! | ||
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* Tracks opponent's position. | * Tracks opponent's position. | ||
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. | Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. | ||
}} | }} |
Revision as of 20:05, 10 October 2018
Carmine |
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Health:
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Overview
"You only got one life. Take care of it... You got that, you piece of trash?!"
Backstory
Carmine Prime (real name unknown) is a 3rd year student of the same high school that Hyde goes to. Sadistic and maniacal to the core, Carmine possesses an immense lust for violence to the point that it has become his sole purpose in life. Despite this, Carmine actually holds an extremely low opinion of himself and has little to no sense of self-worth, referring to both himself as well as people like him as "trash of society." He has even stated that he couldn't care less if he died one day on a pile of garbage, completely forgotten to the rest of the world. Nonetheless, Carmine only wishes to do the one thing he has ever been good at and which gives him his reason to live - beating others. Carmine views the teachers at school who keep lecturing about his violent ways as a nuisance.
After being attacked by a Void and becoming an In-Birth, Carmine decided to use his newfound EXS abilities to fulfill his one desire: to fight. Now, he roams the streets during the Hollow Night seeking his favorite opponents in battle - other In-Births.
Playstyle
Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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EXS of Lifeblood: Blood Spike
Carmine's ability to control/weaponize his own blood also gives him the ability to lay down Dissolves; Dissolves are pools of blood left behind by certain moves of Carmine's that will drain a portion of his own HP, but can interact with a number of his other moves for special effects that each have their own hitboxes. For example, his 236X turns an already-laid-down-dissolve into an advancing blood wheel on the ground, or his 214X shoots up another blood crystal from the pool itself. There exist moves that directly interact with dissolve pools without costing Carmine's HP, but cannot set down dissolves themselves.
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Pulverize
Pulverize! 5A+D |
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Skills
Spin!
Spin! 236A/B (Air OK) |
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Launch!
Launch! 214A/B/C |
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Extra Skills
Spin!
Spin! 236C (Air OK) |
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Partner Skills
5P
5P Dash C |
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6P
6P Spin! |
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4P
4P Thrust! |
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Distortion Skills
Hahahaha! Be Devoured!
Hahahaha! Be Devoured! 236B+C |
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No Escape...! Be Devoured!
No Escape...! 214B+C |
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Astral Heat
You Shit! This is the END! 222B+C |
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •