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* Costs HP | * Costs HP | ||
* 750HP Life Drain | * 750HP Life Drain | ||
* Both versions have slight tracking | |||
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. |
Revision as of 08:40, 11 February 2020
Carmine |
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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
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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 |
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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 | ||||
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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) |
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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 |
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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 |
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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) |
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Launch!
Launch! 214A/B |
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Thrust!
Thrust! 214C |
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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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A decently tall assist that causes floorbounce on hit. |
6P
6P Spin! |
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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! |
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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 |
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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 |
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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 |
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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 |
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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) |
Roadmap
Expression error: Unexpected < operator.% complete | ||
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Page | Status | Score |
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Overview | Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated | {{{OverviewScore}}}/15 |
Combos | Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work. | {{{CombosScore}}}/10 |
Strategy | Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications. | {{{StrategyScore}}}/25 |
Frame Data | Complete, up to date for v1.5 | {{{FrameDataScore}}}/50 |
Click here for the scoring criteria to assess character page completion.
move
and the move Full
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- Jubei [★]
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- Makoto Nanaya [★]
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- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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