Check the details about Carmine's background from here!


Health: 10000
Play-style: Offensive, Rushdown, Pressure, Okizeme (Wakeup Offense)
Dash Type: Run
Specialty: Dissolve


Some of Carmine attacks consume his own health 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.

Carmine is a character who uses his own health to deal powerful special moves. 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.

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. Be careful not to spend all your health in zoning, and plus, getting a perfect win with Carmine can be a challenge in itself.

Much of Carmine's gameplan is to lock down the opponent from anywhere on the screen, be it up close or from afar, he has a way to make sure he can be on the offensive, making him similar to many a zoner that relies on placement-type moves for mindgames and pressure, often forcing the foe into the defensive. Through this, Carmine can technically work from any position on the screen, especially since his blood-based normals are great moves for playing footsies with.

Though as said before, Carmine's moves tend to drain a portion of his health, so carelessly spamming his specials and zoning can put Carmine in a bad situation, especially since one of his notable weaknesses is his lack of a safe meterless-reversal, despite his decent health amount. Thus he is considered a "huge-risk, huge-reward" character.

The only way he can recover health is to use his throw attacks, and that often requires Carmine to be close and toe-to-toe to and with his opponent, which can be a dangerous place to be depending on the matchup. However, his lockdown potential allows his offense and his potential to tick-throw to be easily guaranteed against more cautious foes.

Also, despite his powerful zoning game, some of his moves during certain intervals, be it during start-up, in-between or afterwards via on block or whiff, can be punished, so a predictable Carmine recklessly zoning his opponent can be taken advantage of. This also plays into the fact that some of his moves, especially his Dissolve pools require proper spacing, as deft players who can act quickly through gaps in his zoning can punish Carmine hard.

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.
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. 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.
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. Slams the opponent down.
Input Damage Guard Cancel
j. UNI A 140 Stand SP/JC/EX/CS
Car-ja Swipes obliquely downwards. Fast recovery.
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.


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 Roll up! 捲れ!
Car-ff Carmine gestures for the duration, and thus the player can use the control stick to move Dissolve around the field for a certain distance.

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. Cancelable 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. Slow start-up but high damage. Slow recovery.
Input Damage Guard Cancel
6UNI B 720 Crouch/Stand/Air CS*
Car-6b 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 and when it crashes into the far opposite corner.

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

* Chain Shift only on hit.
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.

* 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.
Input Damage Guard Cancel
j. 6UNI B 720 Crouch/Stand/Air CS*
Car-j6b Midair version of 6B where Carmine shoots a spear of blood diagonally downwards. Inflicts chip damage as a special move. 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.

Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
Air OK
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.

* EX version is not EX cancelable.
Input English Name Japanese Name Damage Guard Cancel
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 sickle starts to spin towards the opponent and hits their feet but isn't a low. Can also be activated from midair.
Input English Name Japanese Name Damage Guard Cancel
623 UNI A/UNI B/UNI EX Mash them! すり潰せ! 1387/1430/1475 Crouch/Stand EX*/CS*
Car-suri * Consumes health and leaves a Dissolve.

Swings blood with both hands inward to cause a cross splash of blood crystals around himself.

EX version not EX cancelable and can be cancelled with a Chain Shift only on hit.
Input English Name Japanese Name Damage Guard Cancel
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.
Input English Name Japanese Name Damage Guard Cancel
214UNI A/UNI B/UNI EX Rip apart! ブチ抜け! 1900/2008 Crouch/Stand/(Air) EX*/CS
Car-buchi * Consumes health and leaves a Dissolve. 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 and then swings his arms to spread it. A and B version deal same amount of damage.

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

A set-up move that you can delay by holding the button. Activates by releasing the button. Ball of blood rises from the Dissolve and bursts into blood spikes.
Input English Name Japanese Name Damage Guard Cancel
22UNI A/UNI B/UNI EX Rise up! 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.

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).
Input English Name Japanese Name Damage Guard Cancel
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.
Input English Name Japanese Name Damage Guard Cancel
63214UNI EX Hand that over! 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.

Steals a lot more health than his normal throw and always switches sides, but due to recovery it often provides less oki than his normal throw.
Invincible during startup, making it one of Carmine's only reversals.

Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Hyahhahaha! 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 angled spread. If any one of them hit the opponent, the blood inside of them will then shred them up from the inside, and then Carmine motions his hand back to cause blood to explode. Launches opponent.
Long reach and aerial blockable. Also possesses some high minimum damage.

Infinite Worth EXS

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

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.



  • 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.


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


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



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

Move Sets

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