Under Night In-Birth/UNIST/Carmine
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.
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!"
|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 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.
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
3. 6[C] overhead
|Give Me That!
|Hahahaha! Be Devoured!
Infinite Worth EXS
|You Shit! This is the END!
- Getting Started with Carmine: BnBs by Sometimes Fendo
|Red Heat Blood||Black Punishment||Aqua Regia||Ride on Light||Dead and Violet|
|Bloody Lost||Wild Fang||Bad Peace Forest||Fade Noise||Purplish Gouache|
|Strange Strawberry||Plena Noche||Emerald Island||Ortensia||Light of Daybreak|
|Flash Magic||Claro de Luna||Brave Satan||Peligro Diosa||Demon Angel|
|Crimson Surfer||Fake Hero||Liquid Metal||Noble Blood||Vegetarian|
|Mr. Monochrome||Surfusion Eau||Prunella Honey||Western Feast||Dead and Black|
- Carmine Primer by Sometimes Fendo