Under Night In-Birth/UNIST/Carmine

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Carmine

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Introduction

He hungers. His body, drenched in blood thirsts for more, but nothing can satiate his desire
for violence. He must show that none are more powerful than he. The fangs and claws that
flow through his veins pierces his enemies in their entirety. Still, he cannot let his blood go
dry, and he hunts for more prey to satisfy his lust.

Story

In exchange for his own life force, this warrior has mastered a unique and forbidden technique. Making a show of his powers, his only objective is to seek fights. He attacks other In-births because they rub him the wrong way. Another Night...but tonight, the man he defeated belonged to Amnesia. With his final breath, he utters the name. Hilda — the strongest In-birth of all. Carmine is ecstatic with the news and makes his way to where she is.

"Heh heh heh... Yeah, I love that look. It's beautiful, how it gets all twisted!"

Data

Character Health Jump Startup Forward Walk Speed Backward Walk Speed Initial Dash Speed Dash Acceleration Max Dash Speed Dash Startup Backdash Duration Backdash Distance Backdash Startup Backdash Invincibility Notes
Carmine 10800 5 1200 -900 4000 0 4000 9 27 -41614 4 1-8 Full
9-10 Throw
-
Character Trait
  • Certain moves cost health, but in return those attacks leave a Dissolve puddle.
    • Dissolves are activated in various ways to attack the opponent.
  • Throw and command throws regain health.
Vorpal Trait
  • Dissolve self damage reduced
  • Force Function startup speed increased


Gameplay

Carmine is a mixed bag of space control with his long range normals and zoning specials, to a hyper aggressive set play character with a plethora of mix up options. He is a high risk/reward character because every aspect of his game play, including his combos, require him to spend his health. You will be treating his life as currency in order to play a neutral game to create openings for his offensive pressure. He is a character that can never be counted out at any point in the match as he becomes increasingly dangerous the lower his life is. The draw backs to Carmine is that he needs to spend a lot of his life to do anything and he lacks a solid reversal option but this balances out his sometimes over whelming options.

Carmine's ability to extend offensive pressure is unique in that it doesn't follow the typical method of anime fighters through dash attacks, as his non-dash specific attacks instantly stops his forward momentum. This means he has to rely more on the range of his normals, frame traps, and certain special moves to create a continuous offense. However, doing this creates gaps in his pressure strings that allow his opponents to counter poke or reversal out, creating a level of risk that needs to be understood when executing these tactics.

During the neutral game you'll want to space control with his long range pokes via 5B, 2C, 5C, and j.C in combination with his zoning tools of 6B, j.6B, 236X, j.236X and 623X. Placing dissolves on the stage is important to establish screen control presence to force your opponent to either play more defensively or take risks to get in on Carmine. This will allow you to capitalize on their risks, create offensive pressure, or gain optimal combo damage once you land a hit. Typically, 6B, 236X, j.236X, and 214X are the ideal methods to place dissolves on the screen. Be careful to not over utilize these attacks since the life loss can add up quickly. Essentially, the goal of Carmine's neutral game is to land any type of hit because he is able to convert stray hits into a full combo that ends in a knockdown to create a mix up/okizeme game after wards.

Carmine's okizeme game involves placing a meaty 236X on top of the opponent then go in with a high/low/throw game and then convert any hit into a combo that ends in a knockdown so the process can be repeated. The other option is to threaten the opponent with a 214[A/B] and have them second guess when they can push a button in fear of getting hit by the follow up attack when you release A or B. This again allows you go for a high/low/throw game that ends in the same way as the 236X route. In this manner, Carmine becomes a heavy set play type of character.

Mix Ups

Carmine mix ups involve getting the opponent to block 236X or be weary of a 214[X] trap. There are a few ways to set up both of these. The first method is within the neutral game since both 236X and 214[X] are good neutral game tools for Carmine. If you manage to get the opponent to run into these during the neutral game you can start his mix up game. The second method is within a block string. The block string method is risky against some characters as both specials are slow on start up and susceptible to mashing, reversals, or reaction interrupts. You can use chain shift or super cancels to make it safe though. The third option is off of a normal throw or a command grab super. The last method is ending his combos with attacks that end in a knockdown and allow Carmine to set up a 214[X], 236A/B, or TK j.236A/B after wards. Once the opponent is blocking 236X or respects your options with 214[X] this lets Carmine do a multi-layered mix up of baits and high/low/throw games.

  • Block String Setups

This will be character dependent because you need to be aware of their attack ranges and reversal options. In general, you want to avoid using the block string method against characters who have long range normals or reversals that can interrupt you out of the start up of 236X. If you've varied your block strings enough against the opponent they may respect you enough to block 236X if you do it in a block string. Otherwise, you can do a block string into 236X and chain shift immediately but this method is better if you have a dissolve on screen. You can do a block string into 22A/B, Chain Shift, 236X and then go in for pressure/mix ups. If you have at least 100% meter you can do any block string into 214A/B and super cancel 236C on the first or second hit of the attack. While they're blocking 236C you can go for a mix up or do extended pressure. If you get an opponent to block 236X you can dash in and do 214[A/B]. From there you can repeat 236X, 214[A/B] indefinitely unless the opponent Veil Offs or Guard Thrusts but both of these options can be baited and punished. This block string loops is not the best idea because it costs you 300 health for each special you use so you do more damage to yourself than the chip damage being done to the opponent. It's something worth repeating a few times in order to get the opponent to flinch or start a mix up.

  • Okizeme Setups

All of Carmine's combos should end in 66C, 2C, j.[C], 22C, or 63214C because they cause a knockdown that lets you set up a 214[X], 236X, or TK j.236X.

  • 214[X] Mix Up Options

1. Bait
2. Meaty
3. 6[C] overhead
4. Throw
5. Assault
6. 6B+C

Normal Moves

5A
UNIEL Carmine 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 6 2 13 -3 Se,Sp,Ex,Cs HL Strike

Carmine's fastest normal. It has a deceptively far hit box for a 5A. It is useful for punishes, pressure, and a situational anti-air against ground assaults or mis-spaced jump ins. It is mostly used in block strings to reduce the recovery of his C attacks and in combos after an assault j.X starter.


2A
UNIEL Carmine 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
170 7 2 12 -2 Se,Sp,Ex,Cs HL Strike

Carmine performs a crouching slash. It can chain into itself and is not a low attack. It is mainly used in block strings and for whiff cancels to reduce the recovery of his C attacks.


5B
UNIEL Carmine 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
530 9 5 16 -5 Sp,Ex,Cs HL Strike

Carmine performs a raising elbow attack with a trail of blood crystals. Comparably normal start up for a 5B and it contains a really good horizontal hit box. It is his best standing normal due to it's versatility. It's used in his neutral game, block strings, primary combo starter, allows him to combo from his far pokes, and is a situational anti-air. It's his most versatile normal.


2B
UNIEL Carmine 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 7 5 13 -2 Sp,Ex,Cs L Foot

Carmine performs an awkward crouching kick. This attack hits low but has short range. It allows Carmine to OTG off of j.[C] during his combos. The limited range doesn't make it good mid-block string due to push back. In blocks strings it should be used as a starter during his okizeme game since it can be gatling into his overhead. It can also be used as a mix up tool with empty jumps, assault j.[C] (whiff) into 2B for a fake out into the low.


5C
UNIEL Carmine 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
610 15 3 24 -9 Sp,Ex,Cs HL Strike

In neutral this move is... not that great, as it is slow and can be hard to capitalize on at full range, and the attack's hit box is concentrated more towards the bottom of the attack then at the top, which can cause it to whiff at jumping opponents at certain ranges. It's primarily used in block strings and combos, thanks to it's huge cancel window and ability to OTG.


2C
UNIEL Carmine 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
540 11 2 29 -15 Sp,Ex,Cs L Foot

Carmine performs a crouching elbow attack that shoots out a long ranged blood crystal. It's his best normal during the ground neutral game due to its range and the fact that it hits low. Keep in mind that the opponent can ground assault over it if you're too predictable with it. This is his best normal in combos because it's a strong combo starter, allows for the best combo extensions, and is the best combo ender because it causes a knockdown allowing you to set up okizeme options after wards. It's good in block strings because it slightly sucks the opponent in, which allows for extended block strings with 5A.


j.A
UNIEL Carmine j.A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 2 X+2 Varies Sp,Ex,Cs H/AS Head

Carmine performs a quick downward swipe. This is used in his combos and as an assault starter with a 236A/214[A/B] set up. It can also be used to set up a double over head by utilizing Chain Shift. For example, assault j.A, CS, j.B into a combo if it hits. The damage output post combo starter is low and it's character specific.


j.B
UNIEL Carmine j.B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
410 10 3 X+2 Varies Sp,Ex,Cs H/AS Head

Carmine performs a wide downward strike with a blood crystal. It's mostly used during his combos. The active frames on this jumping normal is short, which is not ideal for a jump in/assault starter. It's a good normal in air-to-air situations, like against Merkava's glide. You can also use the short active frames as a fake out into a low/throw during a grounded assault. If you do j.B during the peak of the ground assault it will whiff and you can go for a 2B (low) or throw after wards.


j.C
UNIEL Carmine j.C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
310x2 (585) 12 1*2 X+4 Varies Sp,Ex,Cs H/AS Head

Strong air normal with a hitbox around Carmine. This is Carmine's staple air-to-ground approach. Hits twice forcing opponents to stand block longer than a normal jump in. Very good combo filler as well, particularly in corner-carry combos.


j.[C]
UNIEL Carmine j.Cic.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420x2 (772) 25 1, 2 X+4 Varies Sp,Ex,Cs H/AS Head

Fantastic air normal, arguably one of the best in the game. The hitbox becomes extended even further, making it a very good space control tool during the neutral. If j.[C] connects with an aerial opponent it will cause a knockdown with a long untechable window. This property is used in a lot of his combo extensions. The charge property can be used for mix ups by faking with charged jump C. For example, if you do assault j.[C] you will land before the attack comes out allowing you to do 2B (low) or throw upon landing. Jump C can only be shield guarded in the air so it's a good attack to try and guard break the opponent if they air guard 236X/j.236X in the air and are not paying attention.


Command Normals

5BB
UNIEL Carmine 5BB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
490 14 7 14 -5 Sp,Ex,Cs HL Strike

Carmine takes a step forward and does a raising elbow attack with his other arm, leaving behind a second trail of blood crystals. This contains a large amount of active frames but due to its limitations, it's mostly used for combos off of max ranged 5B or 2C starters. On hit it launches the opponent into the air and can be jump or special cancelled to continue the combo. It is also used in certain block strings due to it's forward moving properties. Can also be used from 5AA after you've used your 5B gatling option. On block or hit, you cannot gatling into any other normal leaving you at frame disadvantage. You must special cancel after wards to keep yourself safe or at frame advantage. During the neutral game, you can gatling into 5BB and then double special cancel to 236C to either set up a mix up or start the pseudo infinite block string.


6B
UNIEL Carmine 6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
720 14 22 (max) 24 -2 - HLA Projectile

Fires a horizontal blood crystal projectile and sets dissolve where the projectile impacts. This is Carmine's primary method to setting dissolve on screen. If there is an existing 6B dissolve when another 6B is thrown the dissolve is moved to the new impact location. It costs the standard 300 health for each use unless in Vorpal state. It's particularly fast and is considered to be both a projectile and a physical attack allowing it to beat a lot of different attacks. A very important zoning tool that is also his best way to set a dissolve during the neutral game. The common mistake for new Carmine players is to over use this move and use up a lot of their health with it. If the opponent catches on to this they will wait it out and let you slowly kill yourself. A very important tool during his combos because it sets up the necessary dissolve for combo extensions. You can convert into a full combo from mid to full screen by going 6B+C xx 22C into anything afterwards. While the damage output from this isn't high, it's a complete momentum shift in your favor. It's negative frames on block at point blank range but can be positive frames depending on your spacing; however, it effectively ends your pressure as you cannot gatling from it.


6BB
UNIEL Carmine 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
440x2 (720) 18 7 15 +3 Sp, Ex, Cs HLA Projectile

Carmine's new button in [st]. It is available from 6B from hit or block. On hit it brings the opponent towards Carmine, which can help converting hits into combos from far-away confirms. On block, it is amazingly positive, but it uses up all your dissolves, and doesn't bring the opponent closer, so it may be better to use 22X to give yourself frame advantage, and lay down a dissolve for the same cost of 6BB


j.6B
UNIEL Carmine j.6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
720 20 12 (max) X+10 +11 - HLA Projectile

Fires an aerial 45 degree version of 6B and leaves a dissolve upon impact. It stops all forward momentum from a jump and moves Carmine back wards slightly. This is perfect in baiting out anti-airs, which could leave the opponent susceptible to a punish combo after wards. Gives good frame advantage on block if done low to the ground but is awkward to set up for a block string since you can't jump cancel normals on block. Key combo move off an assault starter because there's too much hit stun scaling to go for the typical 2C, 6B, 2C xx 236X combo extension.


j.6BB
UNIST Carmine j.6BB.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
440x2 (720) 15 7 X+9 -6 Sp, Ex, Cs HLA Projectile

Aerial version of 6BB. It can also convert into a combo on hit, but depending on height, you can just let yourself drop down and pick up a better combo from the necessary 6B. On block, it makes Carmine do a little more hang-time, which gives the opponent more time to recover.


3B
UNIEL Carmine 3B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
564 8 3 23 -6 Sp,Ex,Cs HL Strike

Carmine does an upwards roundhouse kick at a 45 degree angle. The start up is fast and it contains upper body invincibility making it his go-to anti-air. It launches the opponent on hit, which can be converted into a full combo into a knockdown for okizeme options. You can dash into 3B if you suspect the opponent will try to jump or assault in. You can option select the combo conversion with 9C. On hit you will jump cancel 3B into j.C but on block you will get 5C since you can't jump cancel normals on block. The 3B into 5C can create a frame trap by gatling into a charged 3C or a delayed 2C so it's a pretty useful option select.


Head invincible frames 7~10


6C
UNIEL Carmine 6C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
550 13 3 23 -8 SpExCs HL Strike

Carmine does a back hand spinning swipe shooting forth a large trail of blood crystals. This has a large vertical hit box but is not really useful as an anti-air due to it's slow start up and lack of upper body invincibility. It can be used as a situational anti-air such as underneath Merkava when he's flying. Not really used in combos but often seen in block string filler.


6[C]
UNIEL Carmine 6Cx.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
740 27 3 26 -11 Sp,Ex,Cs H Strike

Charged version of his 6C that extends the hit box horizontally. This is Carmine's only standing overhead and is an amazing tool in his mix up game. Leads to huge damage with either 100% meter or a dissolve below/behind the opponent. The overhead has slow start up so he's susceptible to mashing or reversals. To make this safer to use, you can use it after forcing the opponent to block 236X/j.236X. Even though the start up is slow the ball indicating it's charging only appears on the 14th frame, making it hard to react to. You cannot gatling out of charged 6C so you're committed to the attack but you can special/super cancel on block or hit. You can half charge the move to feign the overhead and create a frame trap for opponents who like to mash during block stun. It also allows you to gatling after wards so you can go into 2C for a low if the opponent blocks the 6C as an overhead.


3C
UNIEL Carmine 3C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
710 15 5 20 -9 Sp,Ex,Cs HL Strike

Carmine shoots a large splatter of blood crystals. Very large horizontal hit box that reaches farther than 2C but has longer start up. The large hit box makes it good for anti-airs at farther ranges, which is useful against attacks like Merkava's glide or Vatista's j.C. On hit, it causes a blow back that can only be special/super cancelled. If there are dissolves behind the opponent when they get blown back you can cancel into 623A/B and convert into a full combo after wards. In the corner, it usually leads to 22A juggles or sets up Veil Off combos. It's also used a lot in block string enders to it's large reach but you cannot gatling out of it. Since it leaves you negative on block most people will special cancel into 22A/B to maintain frame advantage but there's a gap between 3C and 22A/B that is susceptible to invincible reversals. You can bait these reversals by not cancelling into 22A/B after 3C.


Head invincible frames 11~16


3[C]
UNIEL Carmine 3Cx.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
890 20 5 20 -7 Sp,Ex,Cs HL Strike

Wall bounces on hit. If there are no convenient dissolves it can be followed up with 22C or 214B (2nd hit). On counter hit it can convert into a full combo, especially on air hit.


Head invincible frames 17~21


Dash Normals

66B
UNIEL Carmine 3B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
564 10 3 15 -4 Sp,Ex,Cs HL Strike

Carmine does the roundhouse kick that he does in his 3B. It blows the opponent back on hit instead of launching. Stupid amounts of untechable time against air opponents.


66C
UNIEL Carmine 6C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
850 18 4 19 -5 Sp,Ex,Cs HL Strike

Carmine does the spinning swipe attack that he does during his 6C. On hit it causes a knockdown making it useful for combo extensions as well as combo enders to set up okizeme. It has some situational applications in certain match ups, such as against Merkava's start up on his flight.


Universal Mechanics

Twist!
B+C
UNIEL Carmine B+C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
320 Normal:15
Vorpal:12
3 25 -5 EX,CS HL Foot

Carmine does a mocking gesture and shoots out a dissolve in front of him. It creates a dissolve, consuming health, in front of Carmine if there are no existing dissolves on screen. The dissolve it generates has a hit box. If there are existing dissolves on screen it will instead manipulate their positions. 6B+C will move them forwards while 4B+C moves them backwards. Manipulating the positions of the dissolve(s) will not consume any health and each dissolve will have a hit box during the position change. It's useful to manipulate the dissolve(s) for better screen positioning, interrupts from full screen, versus back techs with 214[A], and as combo filler.


Twist!(air)
B+C
UNIEL Carmine j.B+C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
320 Normal:15
Vorpal:12
3 19 +1 EX,CS HL Foot

Functionally similar to the grounded version, but used for different purposes. Can be used to bait out anti-airs, and in combos low to the ground. Somewhat rare to see.


Throw
A+D
UNIEL Carmine A+D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1536 4 1 22 +35 (hit) - UNB Throw

Carmine grabs the opponent by the throat and then slams them to the ground. Deals damage to the opponent and Carmine gains 400 health. Carmine's throw game is quite strong due to his okizeme options and is one of the few ways he can regain health so don't neglect to use it. The knockdown lasts a long time and allows you to set a 214[X] and maneuver around slightly. The opponent can back tech from the throw so if you had set a 214[X] use 6B+C, ]X[ to force pressure on the opponent.


Guard Thrust
214D
UNIEL Carmine 6C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike

Universal Alpha Counter. Borrows 6C's animation so the hitbox is very strong. Carmine's normal reversals are situational at best, so there are times that you might need this.

Completely invincible frames 1~12


Veil Off
A+B+C
UNIEL Carmine A+B+C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

Universal reversal. As mentioned above, Carmine doesn't have an easy way to escape pressure, so you're going to see this quite often.

Completely invincible frames 1~30/91

Cross-Cast 0 2 4 20 +3 - HL Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19


Special Moves

Spin!
「まわれェ!」

236X
UNIEL Carmine 236X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 380xN (1337) 34 37 - +72 CS HLA/AS Projectile

Carmine throws a large spinning blade, costing 300 health, that travels backwards before leaving a dissolve behind. You can only have one 236X special on screen at one time. When used with dissolve(s) on screen, all dissolves becomes spinning blades that travel across the ground and towards the opponent. After wards, all other dissolves disappear. The dissolve follow-up comes out in 30f and tracks the opponent on the ground. The dissolve follow-up OTG's making it his primary tool in combo extensions. The A version sets the spinning blade low to the ground. This is an extremely important move in Carmine's repertoire of attacks. It's the basis of his okizeme game because of the extended block stun. The A version is the most used version to start his okizeme game, pressure, and combo extensions. It's also a very good space control tool during the neutral game, especially with dissolves on screen, and forces offensive characters to play patiently. It's really good at stopping assault and air assault approaches. You can convert to a full combo if it hits, which leads into his okizeme game. Also, if the opponent chicken guards any 236X you can attempt an air unblockable attack to break their guard. If you get hit during the attack the blade will disappear, so you can't use this move randomly or liberally within block strings. You'll need to understand the ranges of your opponents attacks before using this move in block strings because the slow start up makes Carmine susceptible to mashing and reaction interrupts. Alternatively, you can chain shift the start up to keep yourself safe from or apply additional pressure.

B 380xN (1337) 34 37 - +72 CS HLA/AS Projectile

The B version sets the spinning blade higher on the screen before leaving a dissolve on the screen. The dissolve follow-up comes out in 30f and reacts the same way as the A version. The B version whiffs on most crouching characters and is not commonly used to set up his okizeme, or pressure game. It has it uses in setting up tick throws and command grabs because it whiffs on most crouching characters. It's interchangeable with the A version for combo extensions but is particularly useful in the neutral game. The higher positioning of the blade controls a lot more air space than the A version effectively shutting down aerial assault approaches.

EX 180xN (1665) 19 52 16 +62 - HLA/AS Projectile

The C (EXS) version creates a larger, faster, and longer lasting blade before leaving a dissolve on screen. The dissolve follow-up comes out in 29f after the super flash and behaves the same way as the A and B versions. It's primarily used for high damage combos off of an overhead, or Infinite Words combos from a Veil Off. You can't super cancel 236A/B into 236C since you can only have one 236X on screen but you can super cancel any of his other specials into 236C. Can also be used to setup his corner 'infinite' block string into an eventual mix up.


Throw invincible frames 1~3


Spin!(air)
「まわれェ!」

j.236X
UNIEL Carmine j.236X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 380xN (1337) 37 37 X+10 +69 - HLA/AS Projectile

While in the air, Carmine throws a spinning blade that behaves like the grounded version before leaving a dissolve. The dissolve follow-up comes out in 33f and behaves the same as way as the grounded versions. After wards, all other dissolves disappear. The position of the spinning blade is dependent on Carmine's position in the air, the lower you are to the ground the lower the position of the blade will be. When Carmine does j.236X it stops his jumping momentum and moves him back. This makes it good for baiting anti-airs after doing an assault or aerial assault. You can TK the attack (2369X) but it most be done instantly off the ground; if you try to delay the TK he will perform a full jump attack instead leaving you vulnerable. It's used in some corner combos, his neutral game, anti-air baits, and TK'd for okizeme.

B 380xN (1337) 37 37 X+10 +69 - HLA/AS Projectile

The B version sets the spinning blade lower on the screen that behaves similar to the grounded version before leaving a dissolve. The dissolve follow-up comes out in 33f and behaves the same way as the grounded versions as well. The position of the B version is, again, dependent on Carmine's position in the air but it also throws the blade lower to the ground than the A version. Again, it's mostly used in some corner combos, neutral game, anti-air baits, and TK'd for okizeme.

EX 180xN (1665) 22 52 X+10 +59 - HLA/AS Projectile

The C (EXS) version creates a larger, faster, and longer lasting blade before leaving a dissolve. The dissolve follow-up comes out in 33f after the super flash and behaves the same way as the grounded versions. This version of j.236X is not really used that often. There's some use against Merkava in the neutral game to catch him out of his flight but that is extremely situational. Other wise this move is not really used in okizeme, pressure, or combos.


Throw invincible frames 1~3


Pulverize!
「すり潰せ!」

623X
UNIEL Carmine 623X.png
A/B Version
UNIEL Carmine 623C.png
EX Version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 550x3 (1352) 18 6 12 -4 Ex,Cs L Strike

Carmine swings his arms in a cross pattern forming two arcing trails of blood crystals that intersect. Surprisingly, this attack hits low and is good in his pressure game to catch people mashing, trying to chicken block, or blocking high in anticipation of his charged 6C overhead. When activated with a dissolve on screen the dissolve will create an arcing blood trail that arcs towards Carmine. After wards, all of the dissolves on screen will disappear. The dissolve follow-up comes out in 24f and does not hit low. On hit, the attack launches the opponent slightly allowing for combo follow-ups. If the opponent is hit by the dissolve follow-up they are launched much higher with a long untechable time allowing for better combo routes and combo conversions from full screen. The dissolve follow-up on block has a vacuum effect and if used in conjunction with the attack itself leaves him +2. With multiple dissolves spread out on the screen, Carmine can effectively control a lot of ground with this move. You're looking to position the opponent on top or behind one of the dissolves to make this option a threat. Using 6 or 4B+C can help re-position the dissolves to gain an advantageous position. While the hit boxes control a lot of ground space the opponent can jump or air assault over them to punish you.


Head invincible frames 18~23
Air Strike invincible frames 15~23

B 567x3 (1393) 11 6 18 -10 Ex,Cs L Strike

The B version has quite a bit of differences from the A version. The start up is faster, dissolve follow-up is faster (18f), the hit box is larger, and the recovery is longer. It's not something you want to use in block strings because you're completely punishable if done too close, even if you use the dissolves with the attack. It's used mostly during the neutral game and in specific combos. Has anti-air frames, but the hitbox means it only works against deep attacks.


Head invincible frames 11~16
Air Strike invincible frames 6~16

EX 200x11 (1812) 13 12 20 -12 (CS) HL Strike

The fastest and biggest version of the move, both for the move itself and the dissolves following it. A quasi-reversal that has its invulnerability end before it becomes active. Can be used to beat some meaties and wake-up assaults, but can easily lose to fireballs and late active frames. Sees most of its use in Veil-off combos.


Completely invincible frames 1~7
Throw invincible frames 8~9


Thrust!
「ブチ抜け!」

214X
UNIEL Carmine 214X.png
A/B Version
UNIEL Carmine 214C.png
EX Version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 650,1150 (1673) 13 2(9)7 24 -2 Ex,Cs HL Strike

Carmine throws down a dissolve with one arm that explodes into a blood crystal, then swings his other arm upwards shooting a blood crystal from the ground. It gives a little bit better advantage during block strings than Reverse Beat, but your opponent is more likely to try and escape. You can super cancel on the first or second attack on block or hit, allowing you to cancel into 236C to gain massive frame advantage into a mix up or additional pressure to push the opponent into the corner, or 214C for a combo mid-screen. On hit, it launches the opponent slightly but you cannot combo after wards unless the opponent was already off the ground.

B 650,1150 (1673) 14 2(13)7 27 -5 Ex,Cs HL Strike

The B version has a bit more range than the A version but is more disadvantageous on block. Both versions are air unblockable so this can be useful against opponents trying to avoid your dissolves on the ground. Also able to hit opponents off of 3[C] if you have no dissolves on-screen.

EX 222xN (1766) 16 8 36 +6 (CS) HLA Strike

The C (EXS) version causes Carmine to jump up and rain blood spikes in the area in front of him. This version moves him in the air rather quickly, which can be used to avoid some grounded attacks; however, there's no invincibility frames on this move so it loses to meaty's. If done close to the opponent it will automatically put you on the opposite side of the opponent, which is useful to get out of the corner if the opportunity arises. Other than that it's mostly used in combos lead into his Infinite Worth.


Throw invincible frames 1~3


Thrust!(charged)
「ブチ抜け!」

214[X]
UNIEL Carmine 214Xic1.png
Hold...
UNIEL Carmine 214Xic2.png
And Release.
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
[A] 788 31 5 18 -1 Ex,Cs HL Strike

When Charged, Carmine does not perform the second attack and the first attack leaves a dissolve trap for 300 health. If you keep the button held down the dissolve follow-up does not come out; when you release the button the dissolve shoots up a ball that explodes into a blood crystal. There is no animation that Carmine has to go through before and after the dissolve follow-up making it amazing for baits and offensive pressure. The dissolve follow-up does not interact with other dissolves on screen nor does the 214[X] dissolve interact with other special moves. If Carmine is hit before releasing the button the dissolve disappears. If Carmine is hit after releasing the button the dissolve follow-up will not disappear making it a good mind game against the opponent. The dissolve follow-up on hit launches allowing for combo follow-ups. The A version allows you to use it with 6/4B+C, which makes it useful mid screen to deal with back techs or moving the trap around in relation to the opponent. The charged version becomes Carmine's best meaty and allows him to go for dissolve pressure during his okizeme game. Useful in the neutral game to set up defensive options that can be later turned into offensive options with 6/4B+C. You need to pick your spots when using this in neutral because the start up and recovery is slow leaving you susceptible to attacks and giving up ground to the opponent.

[B] 788 31 5 18 -1 Ex,Cs HL Strike

You lose the ability to use 6B+C to chase down back dashes, back techs, and the ability to reposition the dissolve but you gain access to your throw. In addition, there's a trick with the charged B version where you can move the charge & release to the C button instead. The technique to do this is perform 214[B] then press and hold the C button. If done correctly when you release the B button the dissolve follow-up won't come out but will come out when you release the C button. You can then switch the charge &release back to the B button using the same trick. This makes this version strong in the corner, where you can do block strings and even combos without ever having to release the charge provided you have enough finger dexterity (and are using a stick instead of a pad).

]X[ 893 20 3 - +28 Ex,Cs HL Strike

The follow-up is the same for both versions. Launches on hit.


Launch!
「突き上げろ!」

22X
UNIEL Carmine 22X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 893 18 3 25 +1 Ex,Cs L Projectile

Carmine summons a blood crystal from the ground. Combo filler and used in pressure for frame traps. Hits low. Puddle follow-up comes out in 18f.

B 893 18 3 25 +1 Ex,Cs L Projectile

Same as 22A but summoned mid range. Puddle follow-up comes out in 18f.

EX 1344 16 3 24 +2 - L Projectile

Summons a crystal that homes in on the opponent and got a completely ridiculous hitstun. Either followed up by specials to get more damage, 214[A/B] for okizeme or Concentration to get GRD blocks. Usually a mix of them though. Can be useful against zoners and is air unblockable so t's a relatively strong tool fullscreen.


Throw invincible frames 1~3


Give Me That!
「そいつをよこしやがれ!」

63214C
UNIEL Carmine 63124C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
(1265) 9 2 36 - (Cs) UNB Throw

Command grab with some invul. Carmine's only reversal aside from universal mechanics. Drains a lot of health (1200) and has a bigger range than a normal throw. Okizeme is worse than a throw though and the move will ALWAYS switch sides. Can be used in combos but the proration makes it a waste of meter.


Completely invincible frames 1~10


Supers

Infinite Worth

Hahahaha! Be Devoured!
「ヒャハハハハハ!喰らい尽くせ!」

41236D
UNIEL Carmine 41236D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
See description 1+11 21 46 -19 to -38 - HLA Strike/Projectile

Mostly a combo ender with a rather high minimum damage output, which somewhat varies depending on where you hit the opponent.

The spikes around Carmine's feet does 375 damage.
The spikes shot outwards do 200 damage each.
On hit, the opponent is dealt 9 hits for 140 damage, and three hits for 425 damage.
According to the official doc, the maximum damage done raw is 3159 damage.


Completely invincible frames 1~29
Throw invincible frames 30~31


Infinite Worth EXS

You Shit! This is the END!
「クソが!これで仕舞だァ!」

A+C+B+D
UNIEL Carmine A+B+C+D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
(3756) 1+14 6 47 -26 - HLA Strike

Just used as a reversal.


Completely invincible frames 1~26


Videos

Colors

Red Heat Blood Black Punishment Aqua Regia Ride on Light Dead and Violet
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Bloody Lost Wild Fang Bad Peace Forest Fade Noise Purplish Gouache
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Strange Strawberry Plena Noche Emerald Island Ortensia Light of Daybreak
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Flash Magic Claro de Luna Brave Satan Peligro Diosa Demon Angel
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Crimson Surfer Fake Hero Liquid Metal Noble Blood Vegetarian
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Mr. Monochrome Surfusion Eau Prunella Honey Western Feast Dead and Black
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External Links

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