FANDOM


Check the details about Carmine's background from here!
Sd-car

Introduction

Health: 10801 (Originally 10000)
Play-style: Footsies, Pressure, Okizeme (Wakeup Offense), Setplay
Dash Type: Run
Specialty: Dissolve

Car-dissolve

Some of Carmine attacks consume his own health (300 total) to set a pool of blood on the stage. Pools can be turned into various attacks that consume the pools. This is the way Carmine keeps pressure on the opponent and controls space in the match. If in a mirror match, the Dissolve has a color palette that corresponds with the respective Carmine player to differentiate. When in Vorpal state, 150 is needed instead to utilize a Dissolve. Only two dissolves total can be set on the stage at a time.

Carmine is a character who uses his own health to perform his special moves and/or their extensions, along with being able to absorb his health back through his throw attacks. By using his specials a pool of blood called "Dissolve" appears on the ground. He uses these pools for more attacks. He has a lot of specials that move around the stage and specials that hold the opponent, and is zoner who can work both up close and from afar in a dangerous fashion; tied in with his fast running speed and he is by far one of the most aggressive setplay-type characters in a fighting game to date.

Focus mainly on trapping your opponent to finish the battle swiftly. Projectiles like "Spin around!" and 6B are quite strong in their own right, but they consume your own health. 6C when fully-charged however, is his only-yet-amazing standing overhead if utilized correctly. Be careful not to spend all your health in zoning (even though Carmine's HP total is fairly high) for it can add up overtime and place him in more disadvantageous positions; plus, getting a perfect win with Carmine can be a challenge in itself as well as trying to maintain a healthy life-lead. This overall, results in the necessity to control the GRD gauge as much as possible in order to enter Vorpal state for better HP management.

With this in mind, much of Carmine's gameplan involves making his foe submit to his plethora of lockdowns and his large-range normals, which also give him a powerful okizeme game and amazing neutral. Nearly any hit inflicted by a good Carmine player can either lead into a long damage combo extension or a vital knockdown into a lockdown setup. His tick throws that also drain back health from his opponent also add more to his reward.

Despite this, most of his stronger-spacing normals that lack forward momentum (outside of his dashing normals) forces him to rely solely on the range of the said normals, frame traps and certain usage of his specials in order to form a continuous offense. With this in mind, Carmine can easily be beaten out through powerful reversal options should his offense reveal any slight gaps for good defensive-players to exploit. That said, he also has his lack of meterless reversals to consider.

A unique trait of Carmine's is that his dash has a slight startup compared to other conventional run-type dashes.

Move List

Normal Moves

Input Damage Guard Cancel
UNI A 180 Crouch/Stand SP/JC/EX/CS
Car-5a Small horizontal hand slash with blood. Smart Steer starts after inputting the command again. Start-up is 6 frames.

Smart Steer: 5A, 5B, 6C (cannot be charged), 623B, 214C
Input Damage Guard Cancel
2UNI A 170 Crouch/Stand SP/JC/EX/CS
Car-2a Crouches and does a small swipe with his hand covered in blood. Can be rapid-fired. Start-up is 7 frames.
Input Damage Guard Cancel
UNI B 550 Crouch/Stand SP/JC/EX/CS
Car-5b Swings forward crystals of blood underhanded. Brilliant move to restrain your opponent.
Input Damage Guard Cancel
2UNI B 450 Crouch SP/JC/EX/CS
Car-2b Sticks leg out and kicks. Reach is a bit lacking for a standard crouching medium attack.
Input Damage Guard Cancel
Dash UNI B 755 Crouch/Stand SP/EX/CS
Car-db Same motion as 3B. Fast recovery and inflicts a small spiraling knockdown on hit that knocks fairly far away.
Input Damage Guard Cancel
UNI C 621 Crouch/Stand SP/JC/EX/CS
Car-5c Slashes outward with blood crystals in front of him. Long reach.
Input Damage Guard Cancel
2UNI C 540 Crouch SP/JC/EX/CS
Car-2c Crouches and flail-slashes forward with blood crystals. Just like 5B, this one is also very important tool in Carmine's space game. Sweeps, and is a standard knockdown/combo tool.
Input Damage Guard Cancel
Dash UNI C 850 Crouch/Stand SP/EX/CS
Car-dc Same motion as 6C, but instead slams the opponent down via a plummet.
Input Damage Guard Cancel
j. UNI A 140 Stand SP/JC/EX/CS
Car-ja Swipes outward-aimed downwards. Fast recovery and is a decent air-to-ground.
Input Damage Guard Cancel
j. UNI B 410 Stand SP/JC/EX/CS
Car-jb Attacks obliquely downwards with a wide slash of blood crystals.
Input Damage Guard Cancel
j. UNI C (Hold to charge) 310(420) Stand SP/JC/EX/CS
Car-jc Swings downward with both arms to slash downwards with blood crystals. Deals 2 hits. Good for cross-ups. Fully charged version increases the size of the hitbox while also inflicting plummet on airborne hit.


Throw

Input Damage Guard Cancel
UNI A+UNI D 1965
Car-throw Steals 400 health from the opponent through a face lift and lets them crumple to the ground afterwards.

Force Function

Input English Name Japanese Name Damage Guard Cancel
UNI B+UNI C, any direction to control (Air OK) Twist! (Twist up!) 捲れ! 352
Car-ff * Consumes health and leaves a Dissolve; but ONLY if no other Dissolves are around.

Carmine gestures, causing a Dissolve puddle to move in a direction a few spaces, damaging the opponent in its way. Can direct it left or right to make it re-position accordingly, though it will always move forward by default if no direction is applied.
Can be used to lay the Dissolve in a more favorable position, or to flank the opponent with another zoning tool. Cannot cross-up despite being able to hit the foe from behind (as only Carmine's position matters).

Only consumes Carmine's health if used to create a fresh Dissolve pool with no other pools left behind beforehand. If used in midair, it will halt and carry Carmine's aerial momentum.

Command Normals/Unique Arts

Input Damage Guard Cancel
UNI B>UNI B 490 Crouch/Stand SP/JC/EX/CS
Car-5bb Slashes with blood crystals via a stepping lift swipe with his other hand as a followup from 5B. Cancel-able with specials only on block.
Input Damage Guard Cancel
3UNI B 755 Crouch/Stand SP/JC/EX/CS
Car-3b Kicks obliquely upwards via an agile backspin roundhouse kick. Upper body invincibility that makes it one of Carmine's prime anti-airs. Slightly slow recovery but high damage. Inflicts spiraling knockdown that launches less further than the Dashing B version.
Input Damage Guard Cancel
6UNI B 720 Crouch/Stand/Air CS*
Car-6b * Consumes health and leaves a Dissolve.

Projectile. Shoots a spear of blood horizontally. Can clash with projectiles, and does chip damage as a special move. Fast start-up. Consumes health and sets a Dissolve where the projectile lands (on hit or block) and when it crashes into the far opposite corner.

In Exe: Late[st], it seems to no longer inflict chip damage on block.

Overall, this move due to being very easy to spam should not be recklessly used as it can eat through Carmine's health pool too fast, and may cause him to be predictable. In exchange for its fast travel speed, there exist other projectile moves that have faster startup which make projectile wars with this attack rather risky.

* Chain Shift only on hit.
Input Damage Guard Cancel
6UNI B>6UNI B Crouch/Stand/Air
* Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

Brand new move in Exe: Late[st], Carmine immediately launches a spiked-curve of solid blood upward to sweep his opponent via the Dissolve left behind by the prior 6B. Can also be performed from the midair version of 6B when Carmine hits the ground. Uses up all dissolve pools with no HP cost.
Input Damage Guard Cancel
6UNI C (Hold to charge) 650(740) (Crouch)/Stand SP/JC/EX/CS*
Car-6c Does a turning downward arm flail to slash out blood crystals in an arc. Becomes an overhead when charged with a bigger hitbox.

* Chain Shift only on hit.
Input Damage Guard Cancel
3UNI C (Hold to charge) 540 Crouch/Stand SP/EX/CS
Car-3c Slashes forward and upward some blood crystals with a small lean added. Longer reach than 2C.

Can be charged up in Exe: Late[st], which causes a wallbounce with larger reach.
Input Damage Guard Cancel
j. 6UNI B 720 Crouch/Stand/Air CS*
Car-j6b * Consumes health and leaves a Dissolve.

Midair version of 6B where Carmine shoots a spear of blood diagonally downwards at 45 degrees while turning in the air. Inflicts chip damage as a special move, and halts Carmine's aerial momentum. Consumes health and sets a Dissolve.

In Exe: Late[st], it seems to no longer inflict chip damage on block.

* Chain Shift only on hit.
Input Damage Guard Cancel
j. 6UNI B>6UNI B Crouch/Stand/Air
* Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

New move in Exe: Late[st]. Same as the grounded version followup, but only done in midair before Carmine hits the ground and moves him forward through the air upon executing it as well as launching the opponent up into the air. Uses up all dissolve pools with no HP cost.


Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
236 UNI A/UNI B/UNI EX
Air OK
Spin! (Spin around!) まわれェ! 982/1224/2174 Crouch/Stand EX*/CS
Car-mawa * Consumes health and leaves a Dissolve.

Tosses out a wheel of spinning blood at a set height in front of himself as he spins slightly towards himself before it drops to the ground to form a blood pool. A version summons it low to the ground while the B version has it slightly higher (making it work akin to an anti-air). Midair versions alter his aerial momentum upon usage by making Carmine bounce back a bit (midair B version also has him fire the wheel lower to the ground).
If Carmine is hit when the projectile is out, then the said projectile will instantly disperse and not turn into a blood pool. EX version however, has its hitbox occur sooner while also sending out a larger blood wheel.

* EX version is not EX cancel-able.

If inputted fast enough, it can be whiff-cancelled into other moves such as an EX move or Infinite Worth just before Carmine tosses out the wheel. Regardless, the non-EX versions have their hitboxes come out quite slowly to the point where that while it works as a frame trap, it's sub-optimal to extend blockstrings with due to the window being wide enough for nearly any reversal option to break through.
Input English Name Japanese Name Damage Guard Cancel
Crouch/Stand/Air
Car-follow-wheel * Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

From the Dissolve, a ground-submerged-spinning blood sickle starts to spin towards the opponent and hits their feet but isn't a low attack. Sweeps opponent on hit.
Input English Name Japanese Name Damage Guard Cancel
623 UNI A/UNI B/UNI EX Pulverize! (Mash 'em up!) すり潰せ! 1387/1430/1475 Crouch/Stand EX*/CS*
Car-suri Swings blood with both hands inward to cause a cross splash of blood crystals around himself. EX version creates a massive whirlwind of blood instead. Despite its appearance, both the A and B versions hit low (with the A version occur slower with faster recovery, and the B version execution faster with a bit of lag).

In Exe:Late[st] both A and B versions have added upper-body invincibility on startup. EX version however on all game versions, has full invincibility on startup.

EX version not EX cancel-able and can be cancelled with a Chain Shift only on hit.
Input English Name Japanese Name Damage Guard Cancel
Crouch/Stand/Air
Car-follow-mash * Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

Arc-shaped line of blood crystals appear. Draws the opponent closer on block, which may warrant some caution if the opponent is tempted to break out of pressure. Untechable time from this move pretty long, making it useful in combos. Uses up all dissolve pools.
Input English Name Japanese Name Damage Guard Cancel
214(UNI A/UNI B)/UNI EX (Hold to charge) Thrust! (Punch right through!) ブチ抜け! 1900/2008 Crouch/Stand/(Air) EX*/CS
Car-buchi * Consumes health and leaves a Dissolve ONLY for the charged up version. Dissolves left by this move are an exception and they can only be used for its follow-up move.

Carmine plants blood crystal to the ground via a downward arm swing and then swings his other arm upward for another blood crystal for a double strike. A and B version deal same amount of damage, though the B version is placed slightly more ahead of the A version but has a bit more frame disadvantage on block. The EX version instead causes him to leap up into the air in a turn to swing down a wad of blood splashes directly below him that create a brief array of blood crystals that inflict multiple hits and minor knockdown.

EX version is air blockable and not EX cancel-able.
Input English Name Japanese Name Damage Guard Cancel
Crouch/Stand/Air
Car-follow-rip * Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

Performed from the charged-up version of Punch right through!, where Carmine only tosses down a single blood ball in front (which consumes his health like normal). A setup move that you can delay by holding the respective button and also works with his Force Function. Activates by releasing the button, where the aforementioned blood ball rises up to form a wad of airborne spikes that knock away on hit. This unique dissolve left behind by the said charged-up version of the prior move does not interact with any other dissolve-triggering-attacks.

Used to often punish opponents with unconventional frame traps, and since the other dissolve-based moves cannot trigger it, other set-dissolves can be used to mask it from the foe to add more mindgames.
Input English Name Japanese Name Damage Guard Cancel
22UNI A/UNI B/UNI EX Launch! (Launch through!) 突き上げろ! 893/1200 Crouch EX*/CS*
Car-tsuki * Consumes health and leaves a Dissolve.

Spike of crystal blood rises from ground, hitting low and launching a small bit on hit. A and B version deal same amount of damage, but differ in location with B being placed further than A. Cannot be placed past the corner.

EX appears below the opponent via tracking and "freezes" them via encasing them inside a bigger blood crystal, which allows for continuous attacks before they break out (or some okizeme setup via setting another Dissolve). However, any form of grab will miss while the opponent is frozen, and the trapped opponent's physical hurtbox disappears which prevents them from being pushed (thus Carmine can walk through them).
Input English Name Japanese Name Damage Guard Cancel
Crouch/Stand/Air
Car-follow-spike * Additional move that is automatically used if there's a blood pool on the stage. This move consumes the pool.

Identical blood pillar also appears from Dissolve. Similarly to the normal one, this one also rises the opponent airborne. EX version of Launch through! uses up all dissolve pools.
Input English Name Japanese Name Damage Guard Cancel
63214UNI EX Give Me That! (Hand that over to me!) そいつをよこしやがれ! 1855 CS
Car-soitsu EX-only command throw where Carmine choke-lifts his foe and forces blood crystals through their body, then tosses them aside behind himself. Has more range than his normal throw and some startup invincibility which makes it one of his main reversals. Despite it being possible to use in combos, the proration of this attack is rather heavy.


Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Hahahaha! Be Devoured! (Hyahahahahaha! Devour them up!) ヒャハハハハハ!喰らい尽くせ! 4199-5075 (Min. 1800) Crouch/Stand/Air
Car-iw Fires blood balls forward in a slightly upward-angled spread. If any one of them hit the opponent, the blood inside of them will then shred them up, and then Carmine motions his hand back to cause the blood to explode and launch his foe vertically upward without being able to tech.

Infinite Worth EXS

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D You shit! This is the end! クソが!これで仕舞だァ! 3756
Car-iwe Usable only when your own health is under 30 %

Animation: Carmine summons a Dissolve blood pool to rise and hit the opponent. He then swings his hand back to summon blood crystals to stab the opponent, followed up with even more blood crystals from all directions to surround and stab the opponent. As Carmine yells out the attack's name, the blood crystals shatter as the screen goes black.

Combos

BASIC COMBOS:

  • 5A>5B>2B>5C>6C>2C>623A
  • 5B>2C>6B>2C>236A>(Dash)>j.A>j.B>j.C
  • 2C>B+C>214C>2C>5C>623B>j.A>j.B>j.C

* The term "Activation" in these combos refers to the Dissolve follow-up of the move "Rip apart!". Combos that have "Release" mean you need to delay "Rip apart!"'s follow-up until that point by holding the button.

MIDSCREEN:

5A Starter

  • 5A>5B>2C>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C
  • 5A>5B>2C>6B>2C>236A>(Switch sides)>j.A>j.B>j.C>3B>623B>Charged j.C
  • 5A>Activation>236A>Charged j.C>2B>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C
  • 5A>5B>2C>6B>2C>236A>Charged j.C>2B>2C>623A>66C
  • 5A>5B>2C>6B>2C>236A>(Dash)>Charged j.C>(Dash)>2B>2C>Charged 214A

2A Starter

  • 2A>2C>J6B>j.C>j.B>j.A>3B>2C>623A>66C
  • 2A>5B>2B>2C>3C>22B>22C>(Anything you want...)
  • 2A>5B>2C>TK.6B>dash(66) 5B>623B>236A>j.[C]>run(66)>2B>2C> okizeme(236X or 214X)
  • 2A>5B>2C>TK.6B>j.A>j.B>j.C>land 3B>2C>623B>66C> okizeme(236X>FF or 236X)

5B Starter

  • 5B>2C>6B>5B(Whiff)>5B>623B>2B>j.A>j.B>j.C>3B>2C
  • 5B>2C>6B>5B(Whiff)>5B>3B>j.B>j.C>2C
  • 5B>2C>6B>2C>236A>(Switch sides)>j.A>j.B>j.C>3B>623B>Charged 214A>3B>Activation>Charged j.C>66C
  • 5B>2C>236A>Charged j.C>j.6B>2C>623A>2B>j.A>j.B>j.C>3B>2C
  • 5B>2C>6B>2C>236A>66C>Charged 214A>5B>Activation>Charged j.C>j.B>2C
  • 5B>2B>2C>6B>3B>623B>(Walk backwards)>j.6B>Dash C>236B>(Walk backwards)>Charged j.C>j.236B>Dash C>Charged 214A
  • 5B>2C>J6B>(Walk forward)>2C>236A> CS>VO(Whiff)>214C>623B>5B>j.A>j.B>j.C>3B>6C>41236D
  • 5B>2C>6B>2C>236A>66C>236C>CS>VO(Whiff)>214C>623B>41236D
  • 5B>2C>236A>Release>236C>CS>VO>214C>623B>41236D

2B Starter

  • 2B>2C>6B>3B>623B>(Walk backwards)>j.6B>Dash C>236B>(Walk backwards)>Charged j.C>236C>CS>VO>2C>214C>41236C

3B Starter

  • 3B>j.C>j.B>2C>6B>2C>236A>Charged j.C>2B>2C
  • 3B>j.C>j.B>j.A>5B>2C>6B>5B(Whiff)>5B>623B>2C
  • 3B>j.C>j.B>j.A>2C>6B>2C>236A>Charged j.C>2B>2C

2C Starter

  • 2C>5BB>j.C>JB>2C>3C>22B
  • 2C>5BB>j.C>j.B>2C>214B>236C>(Switch sides)>Charged j.C>2B>2C>623A>66C

3C Starter

  • 3C>623B>2C>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C
  • 3C>623B>2C>6B>2C>236A>(Switch sides)>j.A>j.C>j.B>2C

6C Starter

  • Charged 6C>623A>5B>j.C>j.B>2C
  • Charged 6C>623A>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C
  • Charged 6C>6 B+C>Activation>Charged j.C>2B>j.B>j.A>j.C>3B>2C
  • Charged 6C>214B>236C>Charged j.C>2B>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C
  • Charged 6C>22A>3B>j.B>j.C>2C>3B>623B>(Walk backwards)>j.6B>Dash C>236B>(Walk backwards)>Charged j.C>j.236B>Dash C>Charged 214A

j.A Starter

  • Assault j.A>236A(hit)>5A>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C
  • Assault j.A>CS>j.B>5A>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C
  • Assault j.A>Activation>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C

j.C Starter

  • Assault j.C>5A>2C>J6B>j.C>j.B>j.A>3B>2C>623A>66C
  • Assault j.C>5A>2C>J6B>Walk backwards>2C>5B(Whiff)>5B>623B>2C
  • Assault j.C>5A>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C
  • Assault j.C>5A>2C>236A>(Switch sides)>Charged j.C>2B>2C>623A>66C
  • Assault j.C>5A>2C>3C>22B>214C>66C>236A>Charged j.C>623A>66C
  • Assault j.C>5A>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>2C>236C>CS>VO(Whiff)>41236D
  • Charged j.C>2B>2C>j.6B>j.C>j.B>j.A>3B>2C>623A>66C

"Force Function" Starter

  • 6B+C>Activation>2C>6B>2C>236A> Charged j.C>2B>j.A>j.B>j.C>3B>2C

"Spin!" Starter

  • 236A>2C>236A> Charged j.C>J6B>2C>623A>2B>j.B>j.A>j.C>3B>2C
  • 236A>j.C>j.B>2C>6B>2C>236A>Charged j.C>2B>2C
  • 236A>63214C>CS>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C

"Mash them!" Starter

  • 623A>5BB>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C
  • 623B>2C>6B>2C>236A> Charged j.C>2B>j.A>j.B>j.C>3B>2C

"Rip apart!" Starter

  • 214C>5B>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C

"Hand that over!" Starter

  • 63214C>CS>j.6B>2C>236A>j.C>j.B>5B>j.A>j.B>j.C>2C

CORNER:

5A Starter

  • 5A>5B>2C>236A>66C>236B>Charged j.C>j.B>2C>623A>66C
  • 5A>Activation>236A>Charged j.C>2B>22B>3B>623A>j.6B>66C>236A>Charged j.C
  • 5A>Activation>236A>Charged j.C>J6B>22B>3B>623A>j.6B>66C>236A>Charged j.C

5B Starter

  • 5B>2C>3C>22B>5BB>623B> j.6B>66C>236A>Charged j.C>j.236B>66C
  • 5B>2C>6B>2C>236A>Charged j.C>2B>j.A>j.B>j.C>3B>2C>22C>VO>236C>623C
  • 5B>2C>3C>22B>5B>2C>236A>VO>214C>623B>2C>236C>Charged 214A>41236D
  • 5B>2C>3C>22B>5B>5C>623B>j.6B>66C>236A>Charged j.C>236C>CS>VO>2C>236C>Charged 214A>41236D

2B Starter

  • 2B>5C>2C>3C>22B>Activation>66C>236A>Charged j.C>623A>66C

3B Starter

  • 3B>j.C>j.B>j.A>5B>2C>22B>5B>623B> j.6B>66C>236A>Charged j.C>66C

6B Starter

  • 6B>6 B+C>22C>66C>214A>623B

2C Starter

  • 2C>5BB>j.C>j.B>2C>214B>236C>Charged j.C>2B>2C
  • 2C>5BB>j.B>j.A>j.C>2C>22B>3B>623A> j.6B>66C>236A>Charged j.C>66C

3C Starter

  • 3C>22B>5BB>623B> j.6B>66C>236A>Charged j.C>J236B>66C
  • 3C>623B>2C>6B>2C>236A>66C>Charged 214A>5B>Activation>Charged j.C>j.B>2C

6C Starter

  • Charged 6C>22B/A>5BB>623B>delay TK.6B>66C>236A>Charged j.C>j.236B>delay 66C
  • Charged 6C>22B/A>5B>623B>236A>j.[C]>236A>j.[C]>dash(66) 2B>2C>22C>VO>236C>623C
  • Charged 6C>22B/A>5B>623B>236A>j.[C]>land 66C>22A/B>22C>623C or VO>236C>623C
  • Charged 6C>623A>6B>2C>236A>66C>Charged 214A>3B>Activation>Charged j.C>j.B>3B>2C
  • Charged 6C>214B>236C>Charged j.C>Charged 214A>5B>Release>Charged j.C>j.B>2C>623A>66C
  • Charged 6C>6 B+C>Activation>Charged j.C>2B>22B>3B>623A> j.6B>66C>236A>Charged j.C
  • Charged 6C>Activation>236A>Charged j.C>66C>236B>Charged j.C>j.B>2C>623A>66C

j.A Starter

  • Assault j.A>236A(hit)>5A>2C>5BB>623B> j.6B>66C>236A>Charged j.C
  • Assault j.A>CS>j.B>5A>2C>3C>22B>3B>623A>j.6B>66C>236A>Charged j.C
  • Assault j.A>Activation>2C>22B>3B>623A>j.6B>66C>236A>Charged j.C

j.6B Starter

  • j.6B>5B>2C>236A>66C>236B>Charged j.C>j.B>2C>623A>66C

j.C Starter

  • Charged j.C>2B>2C>22B>5B>623B>j.6B>66C>236A>Charged j.C
  • Assault j.C>5A>2C>3C>22B>3B>623A>j.6B>66C>236A>Charged j.C>66C
  • Assault j.C>5A>2C>3C>22B>214C>66C>236A>Charged j.C>236C>CS>VO(Whiff)>41236D

"Spin!" Starter

  • 236A>3C>623B>6B>2C>236A>66C>Charged 214A>5B>Activation>Charged j.C>j.B>3B>2C
  • 236A>j.C>j.B>2C>22B>5B>5C>623B> j.6B>66C>236A>Charged j.C>j.236B>66C
  • j.236B>Follow-up>6B>2C>236A>66C>236B>Charged j.C>j.B>2C>623A>2C>22A>623C>CS>41236D

"Mash them!" Starter

  • 623B>2C>6B>2C>236A>Charged j.C>236B>VO(Whiff)>214C>3B>6C>41236D

"Rip apart!" Starter

  • 214C>5B>6B>2C>236A>66C>236B>Charged j.C>JB>2C>623A>66C

"Hand that over!" STarter

  • 63214C>CS>22B>3B>5C>j.B>j.C>2C>236A>VO(Whiff)>214C>623B>2C>5C>6C>41236D

Notable Players

Top 3

No.1 Notes
No.2 SAT
No.3 Yuuneko

Others

Colors

1. Red Heat Blood 2. Black Punishment 3. Aqua Regia 4. Ride on Light 5. Dead and Violet
Car1 Car2 Car3 Car4 Car5
6. Bloody Lost 7. Wild Fang 8. Bad Peace Forest 9. Fade Noise 10. Purplish Gouache
Car6 Car7 Car8 Car9 Car10
11. Strange Strawberry 12. Plena Noche 13. Emerald Island 14. Ortensia 15. Light of Daybreak
Car11 Car12 Car13 Car14 Car15
16. Flash Magic 17. Claro de Luna 18. Brave Satan 19. Peligro Diosa 20. Demon Angel
Car16 Car17 Car18 Car19 Car20
21. Crimson Surfer 22. Fake Hero 23. Liquid Metal 24. Noble Blood 25. Vegetarian
Car21 Car22 Car23 Car24 Car25
26. Mr.Monochrome 27. Surfusion Eau 28. Prunella Honey 29. Western Feast 30. Dead and Black
Car26 Car27 Car28 Car29 Car30


Gameplay
System
Move Sets
Trophies
Other