|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
|Combo Notation Guide|
|1||5AAA > 2C > 5B > 214A, 5AAA > 5BB, 5AAAA||6825||-2250, +lifesteal||0||Ground||0 Bars||Basic solo midscreen combo. Go into 5AAAA after the 214A if you really do not wish to spend more life. Perform each 5A while holding forward(6) to have it connect.|
|2||5AAA > 2C > 5B > 214A, 5AAA > jc > j.A(2)A > jc > j.A(2)A > j.B||6748||-2250||2||Ground||0 Bars||Less damage than above and no lifesteal, but you get dissolves out and don't throw the opponent to the other side.|
|3||5AAA > 2C > 5BB > IAD j.A(2)AC, 2B > 5AAAA||6690||-2250, +lifesteal||2||Ground||0 Bars||Good balance of damage, health cost, and dissolves (5AAAA throws opponent right into the puddles).|
|4||5A > 2C > 5BB > IAD j.A(2)AC, 2B > 5BB > 5AAAA||6912||-3000, +lifesteal||0||Ground||0 Bars||Similar to the combo above but more damaging, since if you omitt some hits before the launcher, you are allowed to fit another 5BB after the j.C. Otherwise, this uses all dissolves.|
|5||5A > 2C > 5BB > IAD j.A(2) > 5AAA > 5B > 214A, 5AAAA||6422||-1500, +lifesteal||1||Ground (Max Range)||0 Bars||Route off max range 5A, when 5AA will whiff.|
|6||5A > 2C > 5BB > IAD j.A(2) > 5AA > 5B > 214A, 5A > jc > j.A(2)A > jc > j.A.(2) > j.B||6458||-2000||2||Ground (Max Range)||0 Bars||Same as above, but keeps your corner carry and gives one more dissolve, at the cost of more health (and no lifesteal). Can end in j.C for 6611 damage, 3 dissolves, and 3000 health loss.|
|7||2C > Combo TBA||xx||-xx, +lifesteal||x||Ground||0 Bars||Route off 2C|
|8||2B > hjc > j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA||7026||-2000, +lifesteal||0||Anti-air||0 Bars||Anti-air 2B. The jump cancel after the first j.A(2) is necessary to allow you to do a falling j.A after the j.BB.|
|9||j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA||6561||-1500, +lifesteal||0||Air-to-air||0 Bars||Confirm off of air to air|
|10||5A > 5B > 236C > IAD j.A > j.C > 2B > 5BB > 5AAAA||xx||-3750, +lifesteal||0||Ground||1 Bar||Basic one bar 5A combo.|
|11||5A > 236C > Combo TBA||xx||-xxx, +lifesteal||0||Ground (Counter)||1 Bar||Punish starter|
|12||5BB > 214BC > Combo TBA||xx||-xxx, +lifesteal||0||Ground||2 Bars||Confirm off of his 5B projectile|
|13||Throw > Combo TBA||xx||-xxx, +lifesteal||0||Ground||0 Bars||Confirm off of throw, the same combo applies to back throw as well|
|14||Throw > 236A > Combo TBA||xx||-xxx, +lifesteal||0||Ground||0 Bars||Confirm off of throw if dissolves were nearby.|
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.
Basic combos by Meno
Combos by かくげ Fighting Games
j.C > 2B routes by @GREATFERNMAN
External Documents and References