Normal Moves
5A
- Jump cancellable on hit and block
- Throw cancellable
5A is a very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.
- Throw cancellable
5AA is combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.
5AAA continues the trend of being easily hit confirmable. Mostly combo filler.
- First time this is used in a combo, heals the greater of 2000 HP or 50% of his missing red health.
- Subsequent times this is used in a combo, heals 1000 HP or 25% of his missing red health.
- Side swaps on hit.
5AAAA is a Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.
It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.
As of 2.0, you can perform a cross raid from this ender, which ensures the opponent doesn't swap sides with you meanwhile you still retain healing properties.
5B
- Uses up 750 HP to set a dissolve upon hitting the opponent or the corner
Fast projectile that leaves a dissolve immediately upon contacting the opponent or the ground. Unlike in UNI, this move is special cancellable, which enables great pressure when cancelled into 214X or 236X since the dissolve attack will immediately kick in as a result.
- Uses up all dissolve pools without any HP cost.
5BB is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.
5C
UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving, having a big hitbox, and generally being safer on block. Also has its uses for quick, same-side knockdowns to ends combos.
2A
- Throw cancellable
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. This is generally your low mixup. Jump cancellable on block.
2B
Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul.
2C
- Carmine's 2C. Very long-ranged sweep.
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please.
j.A
j.A is Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits. ---- Since j.AA cannot be used on it's own, it is primarily used as combo fodder
j.B
- Sets a Dissolve at the cost of 750 HP upon hitting the opponent or ground.
- Knocks down
Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.
- Uses up all dissolve pools with no HP cost.
j.BB 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.
j.C
EX Thrust!
- Sets two dissolves down, unlike its original version from UNI.
- Costs twice as much health (1500 HP!) as other health-consuming moves.
- 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.
- Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.
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 air combo ender besides j.b, and you can actually still get good oki from 236x off of this.
Universal Mechanics
Ground Throw
5B+C
- Steals the greater of 2000 HP or 50% of missing red health.
- Causes crumple state on hit
- Special cancellable
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.
Pulverize!
5A+D
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset.
Skills
Spin!
236A/B (Air OK)
- Creates a dissolve at the cost of 750 HP
- Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.
- Extremely advantageous on block.
"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists.
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates.
Launch!
214A/B
- Carmine's original 22X.
- Summons an additional crystal from every dissolve.
- Costs HP
- 750HP Life Drain
- Both versions have slight tracking
- Sets down dissolves
- *All 214X buttons are +0 on block with a puddle.
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.
Thrust!
214C
- Costs 750 HP
- Knocks down
- Detonation launches
- The detonation uses all previous dissolves but does not set one after
A two part attack that begins with Carmine performing a swipe downward that knocks down and sets a dissolve, and ends with a blood explosion from all dissolves on screen shortly after. Carmine can only set down one trap in BBTAG and he cannot control the detonation timing. However, this is made up with the fact that it now interacts with each and every dissolve previously placed meaning you can cover a good portion of the screen when given the opportunity. 214C can be used to punish opponents from retaliating, or condition them to not try to punish this move as any slow enough attack will lead to them getting punished by the detonation. Additionally, the knock down combined with the delayed followup makes this move a suitable oki tool.
Extra Skills
Spin!
236C (Air OK)
- 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.
- 750HP Life Drain
Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos)
Partner Skills
5P
UNI Dash C
A decently tall assist that causes floorbounce on hit.
6P
Spin!
- Sets new/triggers existing 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 set new or 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.
4P
Thrust!
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.
Distortion Skills
Hahahaha! Be Devoured!
236B+C
- Carmine's classic Infinite Worth super.
- Is a low up-close
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.
No Escape...!
214B+C
- Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.
- Tracks opponent's position.
- Catches opponent in the air if they're close to the ground.
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. Can even re-stand if you hit opponents during the end of this moves duration.
Distortion Skill Duo
Hahahaha! Be Devoured!
P during Partner's Distortion Skill
- Not a low
- The full attack will not hit two characters
High damage DHC, very good for finishing off a cross combo.
Astral Heat
You Shit! This is the END!
222B+C
- Carmine's original IWEXS as an Astral.
- Tracks almost everywhere on the screen, does not go above a certain height.
Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)
79% complete | ||
|
Page | Status | Score |
---|---|---|
Overview | Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated | 14/15 |
Combos | Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work. | 6/10 |
Strategy | Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications. | 9/25 |
Frame Data | Complete, up to date for v2.0 | 50/50 |
Click here for the scoring criteria to assess character page completion.
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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 •