[UNI2] Carmine Combo Collection - Volume II
HTML-код
- Опубликовано: 8 сен 2024
- This is the second collection of Carmine combos that all build a bar of meter without Vorpal.
Made before version 1.10. These combos still work but the C enders will not do as much damage as before.
Be sure to check out my twitch channel to see me stream UNI2 and other fighting games!
Twitch: KuronoOki
Twitter: @KuronoOki
© FRENCH-BREAD / ARC SYSTEM WORKS
UNDER NIGHT IN-BIRTH II Sys:Celes Official Site:
www.arcsystemw...
Carmine art used for the thumbnail created by artist 6sec in 2015.
Song used is Broken Blade from Million KNights Vermilion.
#Carmine #UNI2 #UnderNightInBirth
You’re the only guy I can find who makes content about carmine. Please continue doing what you do it’s helping me learn a ton. Been really struggling with timing my bomb releases and meaties after 22C and 2C Enders. Any tips for that?
It's good to hear that the vids I put out are helpful! I plan on uploading content for other fgs eventually, but the near future is still gonna be all Carmine content!
If you're trying to do a meaty pinwheel, you generally wanna throw it out right when the opponent's body is fully down on the ground. This is so that you get the most amount of hits from it and recover fast enough to be able to block a reversal if you think the opponent is gonna throw one out. It can be okay to throw it out a bit earlier than that despite possibly losing a hit of it, but you don't want to throw it out any later than that since you will get hit by reversals in that case. Depending on the combo, you can also try doing 2C > 2Aw > pinwheel since it perfectly times the meaty pinwheel for you so that you get all the hits and recover in time. If you're trying to do a meaty normal, the timing just depends on what normal you're doing. For instance, meaty 5A/2A is done right when the opponent's feet touches the ground after they recover since that's when they're no longer invul. For a meaty 5B though, you can do it a bit earlier than that point since it's more active than 5A/2A.
As for bomb release timings, it depends on what you're trying to do with them. If you're trying to make gapless strings, you'll just have to practice releasing them right before the gaps. In general though, if you press the button of the bomb you're holding, it will always directly connect and be gapless. This means if you're holding an A bomb and release it to immediately press 5A/2A, the bomb will always hit right after the A normal and the same goes for B normals. If you're trying to do bomb shimmies, you generally just let go of the bomb at the same time you backdash. Bombs are super flexible so the key to them is just getting comfortable holding them down while pressing other buttons and practicing their release timings at specific set ups.
one side of the screen to the other with that kind of damage is W I L D
He needs it >:)
The second collection of Carmine combos that all build a bar without needing to have Vorpal. On average, three blood moves must be used in order to build a bar.
This volume does not have as many combos as the previous volume because the song is short lol. That said, I have more than enough combos for a third and possibly fourth volume (and I keep finding more)! I'm still saving some of the better and cooler combos for future volumes so please leave a like and sub if you'd like to see them!
Kinda surprised to not see the j6BB3[C] dl.j3FF 623B extensions I'm here. They are definitely finicky but squeeze out a little extra in corner carry + damage
Yeah I'm familiar with that extender but I try to avoid using FF in combos when I don't have to since I don't like its grd cost. There might be a route or two that uses it in future volumes though.