Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Routes
Solo
# | Combo | Position | Damage | Health Cost | Difficulty | Notes |
---|---|---|---|---|---|---|
1 | 5AAA > 2C > 2B > 5BB > dl.A+D | Any | 5646 | -750 | [2] Easy | Standard solo combo for racking up damage. |
2 | 5AAA > 2C > 5B > 214A, 5AAA > 5BB > 5AAAA | Any | 6967 | -2250, +2000 | [3] Medium | Carmine's basic combo route that consists of 5A loops and a lifesteal. |
3 | 5AAA > 2C > 5B > 214A, 5AAA > (jc > j.AA(3))*2 > j.C | Any | 7013 | -3000 | [3] Medium | Standard ground to air combo. |
4 | (5A > 5B > 214A)*3 > 5AAAA | Corner | 8694 | -4500, +2000 | [2] Easy | Fairly easy corner combo that deals massive damage. |
4 | Grab > 2A > 5A > 5BB > IADj.AA(3)C > 2B > 5BB > dl.A+D | Any | 5098 | +2000, -4500 | [3] Medium | Standard grab combo. |
6 | 5A > 2C > 5B > dl.236C > IADj.A(2)C > 2B > 5BB > 5AAAA | Midscreen/Corner | ~8000/8876 | -3750, +2000 | [3] Medium | Single meter combo using "Spin!". Damage changes based on how many hits from 236C and 5BB. |
7 | 5A > 5B > 236C > (5B > 214A)*2 > 2B > 5B > 214A > 5AAAA | Corner | 10234 | -6000, +2000 | [3] Medium | Single meter combo that deals massive damage, including to yourself. It'll be bad if they burst out before your lifesteal, so it's recommended to use this if they use wakeup reversal. |
8 | Grab > 2A > (5A > 5B > 214A)*2 > 5AAAA | Corner | 5719 | +2000, -3000, +1000 | [2] Easy | Similar to the previous combo, but starting with a grab. If the combo is completed, you basically lose no health but recover none either. |
9 | 2B > hjc > j.A(2) > jc > j.BB, j.A(2) > dl.jC > 2B > 5BB > 5AAAA | Any | 7026 | -2000, +2000 | [3] Medium | Anti-air combo. If the combo is completed, you basically lose no health but recover none either. |
10 | 5AAA > 2C > 5B > 214A, (5AAA > 5BB)*2 > 236BC | Any | 9019 | -4500 | [3] Medium | A basic combo that leads into a super. |
11 | (5A > 5B > 214A)*4 > 5AA > 5BB > 236BC | Corner | 11317 | -6750 | [3] Medium | Advanced corner combo that ends with a super and deals massive damage. Very risky to use as you sacrifice almost a third of your full health. |
Assist
Combo Theory
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.
Video Examples
Basic combos by Meno
Combos by かくげ Fighting Games
External Documents and References
Carmine Combo Resource by dead_irl_ Also contains assorted information such as recommended partners
# | Combo | Position | Damage | Health Cost | Difficulty | Notes |
---|---|---|---|---|---|---|
1 | 5AA > 214C > 4P > 214C*6 > IADj.C > 2B > 5BB > 236BC[.P] | Corner | 12172 [14000+] | -7500 | [4] Hard | Very hard assist combo, as it may break your fingers. Not optimal in the slightest, but it is a considerably good reward for 2 meters in the corner. |