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;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:Mid-range, Aggressive, Glass cannon | |||
;Team role | |||
:Point, Support | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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*Has an unblockable setup which becomes confirmable with a delayed assist. | *Has an unblockable setup which becomes confirmable with a delayed assist. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1. | *Glass Cannon. His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1. | ||
*While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents. | *While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents. | ||
*Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one. | *Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one. | ||
*Unlike back in UNI, he now only has one EX move/Extra Skill, making his capabilities with meter a bit more limited. | |||
|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
===EXS of Lifeblood: Blood Spike=== | ===EXS of Lifeblood: Blood Spike=== | ||
Carmine's | ====Dissolves==== | ||
<br clear | Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 4 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves. | ||
'''Dissolve Manipulators:''' | |||
* 5BB (Spiked Blood Column) | |||
* j.BB (Spiked Blood Column) | |||
* Spin! (Blood Wheel) | |||
* Launch! (Blood Column) | |||
* No Escape! (Blood Column) | |||
====Blood Absorb==== | |||
Carmine can also manipulate the blood of his opponents whenever he grabs them, stealing their blood and absorbing it into his body. This heals either 500 HP or a set percentage of Carmine's current Red Health. Red health recovery percent starts at 40% and is cut in half for every Blood Absorb hit done in the same combo (40%, 20%, 10%, etc.). If the first Blood Absorb in a combo would heal less than 500 Red Health, he will heal 500 points of his max HP and his Red Health will be removed. Note that if either 500 HP heal occurs, all subsequent Blood Absorbs will heal 0 HP. | |||
'''Blood Absorb Attacks:''' | |||
* Throw | |||
* 5AAAA | |||
<br style="clear:both;"/> | |||
{{#lst:BBTag/Carmine/Data|Links}} | {{#lst:BBTag/Carmine/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_5A.png |caption= | |image=BBTag_Carmine_5A.png |caption= This button carries Rino | ||
|image2=BBTag_Carmine_5AA.png |caption2= | |image2=BBTag_Carmine_5AA.png |caption2= | ||
|image3=BBTag_Carmine_5AAA.png |caption3= | |image3=BBTag_Carmine_5AAA.png |caption3= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Carmine's original super command grab, "Give Me That!", which now is blockable despite it still working as a grab. | {{Description|7|text=* Carmine's original super command grab, "Give Me That!", which now is blockable despite it still working as a grab. | ||
* Heals the greater of 500 HP or | * Heals the greater of 500 HP or 40% of his missing red health. Heals 500 HP or 20% of his missing red health if he's already healed from the same combo. | ||
* Side swaps on hit. | * Side swaps on hit. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner. | {{Description|7|text=* Carmine's original 6B, and uses up HP to set a dissolve upon hitting the opponent or the corner. | ||
*750HP Life Drain | |||
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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{{Description|7|text=* Carmine's original grounded 6B followup from UNIST only. Uses up all dissolve pools without any HP cost. | {{Description|7|text=* Carmine's original grounded 6B followup from UNIST only. Uses up all dissolve pools without any HP cost. | ||
A followup from his 5B projectile, which is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create | A followup from his 5B projectile, which is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use. }} | ||
}} | }} | ||
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{{#lsth:BBTag/Carmine/Data|2B}} | {{#lsth:BBTag/Carmine/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Carmine's 3B. | {{Description|6|text=* Carmine's old 3B. | ||
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. | 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|6|text=* Carmine's 2C. Very long-ranged sweep. | {{Description|6|text=* Carmine's 2C. Very long-ranged sweep. | ||
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. }} | Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please. }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Carmine_jA.png |caption= | |image=BBTag_Carmine_jA.png |caption= This button also carries Rino. | ||
|image2=BBTag_Carmine_jAA.png |caption2= | |image2=BBTag_Carmine_jAA.png |caption2= | ||
|name=j.A | |name=j.A | ||
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* Carmine's j.6B from UNI. | * Carmine's j.6B from UNI. | ||
* Knocks down. | * Knocks down. | ||
* 750HP Life Drain | |||
Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki. | Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki. | ||
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* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus. | * Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus. | ||
* Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump. | * Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump. | ||
* 1500HP Life Drain | |||
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other combo ender besides j.b, and you can actually still get good oki from 236x off of this. }} | This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other combo ender besides j.b, and you can actually still get good oki from 236x off of this. }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{#lsth:BBTag/Carmine/Data|BC}} | {{#lsth:BBTag/Carmine/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Steals the greater of 500 HP or | {{Description|6|text=* Steals the greater of 500 HP or 40% of missing red health. | ||
* Causes crumple state on hit | * Causes crumple state on hit | ||
* Special cancellable | * Special cancellable | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent. | * Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent. | ||
* Extremely advantageous on block. | * Extremely advantageous on block. | ||
* 750HP Life Drain | |||
"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. | "Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|7|text=* Sets pinwheel at a further distance than A version. Otherwise identical. | {{Description|7|text=* Sets pinwheel at a further distance than A version. Otherwise identical. | ||
* Creates a dissolve at the cost of HP | * Creates a dissolve at the cost of HP | ||
* 750HP Life Drain | |||
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates. | His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates. | ||
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* Summons an additional crystal from every dissolve. | * Summons an additional crystal from every dissolve. | ||
* Costs HP | * Costs HP | ||
* 750HP Life Drain | |||
Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits. | Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits. | ||
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{{AttackVersion|name=Puddle}} | {{AttackVersion|name=Puddle}} | ||
{{#lsth:BBTag/Carmine/Data|214 Puddle}} | {{#lsth:BBTag/Carmine/Data|214 Puddle}} | ||
{{!}}- | |||
{{Description|7|text=*All 214X buttons are +0 on block with a puddle. | |||
}} | }} | ||
}} | |||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox. | {{Description|7|text=* Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox. | ||
* 750HP Life Drain | |||
Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. | Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos) | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Carmine's old dashing C | {{Description|6|text=* Carmine's old dashing C | ||
A decently tall assist that causes floorbounce on hit. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Carmine's classic Infinite Worth super. | {{Description|6|text=* Carmine's classic Infinite Worth super. | ||
* | * Is a low up-close | ||
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that. | |||
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet | |||
}} | }} | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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{{#lsth:BBTag/Carmine/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Carmine/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Not a low | ||
* The full attack will not hit two characters | |||
High damage DHC, very good for finishing off a cross combo. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Carmine's original IWEXS as an Astral. | {{Description|6|text=* Carmine's original IWEXS as an Astral. | ||
* | * Tracks almost everywhere on the screen, does not go above a certain height. | ||
Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai) | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Carmine/Data|Links}} | {{#lsth:BBTag/Carmine/Data|Links}} |
Revision as of 10:04, 8 November 2019
Carmine |
---|
|
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 |
---|---|
|
|
EXS of Lifeblood: Blood Spike
Dissolves
Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 4 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves.
Dissolve Manipulators:
- 5BB (Spiked Blood Column)
- j.BB (Spiked Blood Column)
- Spin! (Blood Wheel)
- Launch! (Blood Column)
- No Escape! (Blood Column)
Blood Absorb
Carmine can also manipulate the blood of his opponents whenever he grabs them, stealing their blood and absorbing it into his body. This heals either 500 HP or a set percentage of Carmine's current Red Health. Red health recovery percent starts at 40% and is cut in half for every Blood Absorb hit done in the same combo (40%, 20%, 10%, etc.). If the first Blood Absorb in a combo would heal less than 500 Red Health, he will heal 500 points of his max HP and his Red Health will be removed. Note that if either 500 HP heal occurs, all subsequent Blood Absorbs will heal 0 HP.
Blood Absorb Attacks:
- Throw
- 5AAAA
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
Template:AttackDataHeader-BBTag
| ||||
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UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving and having a big hitbox. Also ends combos |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. Jump cancellable on block. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C Thrust! (EX version) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other combo ender besides j.b, and you can actually still get good oki from 236x off of this. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared. |
Pulverize
Pulverize! 5A+D |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Skills
Spin!
Spin! 236A/B (Air OK) |
Template:AttackDataHeader-BBTag |
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Launch!
Launch! 214A/B/C |
Template:AttackDataHeader-BBTag |
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Extra Skills
Spin!
Spin! 236C (Air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P Dash C |
Template:AttackDataHeader-BBTag | ||||
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A decently tall assist that causes floorbounce on hit. |
6P
6P Spin! |
Template:AttackDataHeader-BBTag | ||||
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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. |
4P
4P Thrust! |
Template:AttackDataHeader-BBTag
| ||||
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A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown. |
Distortion Skills
Hahahaha! Be Devoured!
Hahahaha! Be Devoured! 236B+C |
Template:AttackDataHeader-BBTag
| ||||
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Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that. |
No Escape...! Be Devoured!
No Escape...! 214B+C |
Template:AttackDataHeader-BBTag | ||||
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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. Can even re-stand if you hit opponents during the end of this moves duration. |
Distortion Skill Duo
Hahahaha! Be Devoured! P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag
| ||||
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High damage DHC, very good for finishing off a cross combo. |
Astral Heat
You Shit! This is the END! 222B+C |
Template:AttackDataHeader-BBTag
| ||||
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Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai) |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
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- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
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Offense •
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