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{{CharData- | {{CharData-BBTag|Carmine}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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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 if his life is at 1. | *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. | ||
*Gaps in between his moves such as the time the hitboxes are active can easily leave him open to deft users of reversals or counter-mashing during his offense, so his frame traps must have more thought put into them. | *Gaps in between his moves such as the time the hitboxes are active can easily leave him open to deft users of reversals or counter-mashing during his offense, so his frame traps must have more thought put into them. | ||
*Tying into the above, reckless usage of moves can easily leave him punished if not set up properly. | *Tying into the above, reckless usage of moves can easily leave him punished if not set up properly. | ||
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===EXS of Lifeblood: Blood Spike=== | ===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. | 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. | ||
<br clear=all/> | |||
{{CharLinks-BBTag|Carmine}} | {{CharLinks-BBTag|Carmine}} | ||
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|version=j.A | |version=j.A | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Carmine's old j.C. | * Carmine's old j.C. | ||
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|version=j.AA | |version=j.AA | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Carmine's old j.B. | * Carmine's old j.B. | ||
Since this cannot be used on it's own, it is primarily used as combo fodder }} | |||
}} | }} | ||
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* Important points go here | * Important points go here | ||
Can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Sets two dissolves down, unlike its original version from UNI. | * Sets two dissolves down, unlike its original version from UNI. | ||
* Costs twice as much health as other health-consuming moves. | * Costs twice as much health as other health-consuming moves. | ||
* Carmine's old 214C, which is now only a midair move with no special move properties. | * Carmine's old 214C, which is now only a midair move with no special move properties. | ||
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus. | |||
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. }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage= |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Steals the greater of 500 HP or 33% of missing red health. | * Steals the greater of 500 HP or 33% of missing red health. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=500*10 |guard=All | |damage=500*10 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=12 |active= |recovery= |frameAdv=-27 | ||
|description= | |description= | ||
* Carmine's original 623C. | * Carmine's original 623C. | ||
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|version=236A | |version=236A | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=34 |active= |recovery= |frameAdv=+23 | ||
|description= | |description= | ||
}} | }} | ||
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|version=j.236A | |version=j.236A | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=37 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | ||
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|version=236B |header=no | |version=236B |header=no | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=34 |active= |recovery= |frameAdv=+23 | ||
|description= | |description= | ||
}} | }} | ||
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|version=j.236B | |version=j.236B | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=37 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Sets pinwheel at a further distance than A version. Otherwise identical. | * Sets pinwheel at a further distance than A version. Otherwise identical. | ||
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|version=A | |version=A | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=18 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|version=B | |version=B | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=18 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|version=C | |version=C | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=18 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
* | * Carmine's original 22X. | ||
* Summons an additional crystal from every dissolve. | |||
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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|version=Ground | |version=Ground | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=19 |active= |recovery= |frameAdv=+35 | ||
|description= | |description= | ||
}} | }} | ||
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|version=Air | |version=Air | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup=22 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | * 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. | ||
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|description= | |description= | ||
* Triggers dissolves, like Carmine's regular 236X. | * Triggers dissolves, like Carmine's regular 236X. | ||
* 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 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. |
Revision as of 05:45, 10 August 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 powerful setplay-type character who can lay down a variety of moves that control various amounts of space on the screen, and can easily convert it into a nasty amount of combo damage. 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 lay carefully-placed Dissolves and powerful footsies. However, the biggest thing to look out for with Carmine is that many of his Dissolve-creating moves all use up HP, and that there are gaps between a number of his powerful lockdown tools that prevent them from being abused safely for free blockstring pressure. Timing and manipulation is key to playing Carmine properly.
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
Dash C 5P |
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6P
Spin! 6P |
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4P
Thrust! 4P |
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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 •