This is a new BNB for Carmine that I've started doing in UNI2 and have been having a lot of fun doing. I think it's a good combo to start off with since its very versatile and on the simpler side. I started most of the variations with a 5A to illustrate that they can reliably be used off of it. With a non A starter, the combos can do well over 3K damage. It can also teach you a lot of the key parts that are used in his routes such as TK j.6B, dash > 5B, and buffered 66C. There's so many ways other ways to end the combo that I've found, but let me know what enders you can also find!
Thank you very much! Love how simple the route itself is but with diverse Enders. Nice and consistent like a bnb should be. Take my like. Excited to see what else you find
The tk is pretty important to learn since so many routes use it. There’s a good amount of wiggle room on the timings so it’s easier than some of the other post 623 launch routing in my opinion. It might take a bit of practice but I think this combo is definitely doable. ^_^
If you're new to Carmine or just want to get into playing some matches with him, I would recommend to learn this combo first if you can. This combo and one of the corner carry BNBs from my other video would be two solid combos to start off with since you could reliably go into them from a lot of starters. The missions have some good combos but some of the higher difficulty ones might be too hard to do if you're new to the character. Learning this BNB first might make some of them easier to do since some parts of it like TK j.6B are important parts of his combo routes. ^_^
@@KuronoOki Thx! I'm trying to comain Carmain because I love his design, so I've been playing him a lot recently but I just struggle in a couple of things like combos. Definetely gonna be trying to master this combo before all the missions
@@KuronoOki I was able to get the tk j.6b p good but mainly the dash into 5B DP is throwing me off (playing on the PS5 vers w/ the DS5 dpad is beating my ass w/ the DP drops 😭)
@@sugararmor8 Ah, yeah that part can be kind of tricky since the inputs have to be pretty clean. Try to make sure you're not holding forward after the dash as well. You can just tap 66 and then press a neutral 5B before the DP input so that it doesn't have any extra inputs to mess up the reader. The forward movement of a tapped dash and the 5B is enough to get the correct spacing for the puddle DP to hit.
It's not as you can just do 2C > pinwheel. However, it does often help time the pinwheel better. It also affects the direction of the puddle wave. In the example shown, the puddle wave travels towards the opponent. If the 2aw was not done, it would travel the opposite way towards Carmine. That's just a minor difference to keep in mind.
It works as long as you're not all the way into the corner as the 6BB will tend to launch the opponent over you there. You can adjust the route to make it work by omitting the second 6B though. Try starter > 5BB > 6B > 2C > TK j.6B > dash > 5B > 623B > walk back > j.CBB > j.3C > j.6FF > ender. That will work off a couple of starters.
I'm trying to learn the grab heal variant and am struggling. Whenever it's time for me to do 214A, the opponent usually recovers before it can hit them. Do you have any advice for the timings of the BNB?
If the 2C before the 214A connects but the opponent recovers before the 214A hits, it might mean you're doing the 2C too fast. To fix this, try delaying the 2C a tiny bit so that they fall more before it connects. I booted up training mode and pressing the 2C too fast/immediately seemed to be the way I was getting the 214A to whiff. I hope this helps!
This is a new BNB for Carmine that I've started doing in UNI2 and have been having a lot of fun doing. I think it's a good combo to start off with since its very versatile and on the simpler side. I started most of the variations with a 5A to illustrate that they can reliably be used off of it. With a non A starter, the combos can do well over 3K damage.
It can also teach you a lot of the key parts that are used in his routes such as TK j.6B, dash > 5B, and buffered 66C. There's so many ways other ways to end the combo that I've found, but let me know what enders you can also find!
Does this work from max range 5A?
Yeah since 5BB closes the gap.
saving my UNI2 career one step at a time!
:D
wild saltnori spotted
Literally was checking to see if u had any more carmine content up and i see this! Great thanks so much keep it up :)
Thanks! I hope you find it helpful! ^_^
Thank you very much! Love how simple the route itself is but with diverse Enders. Nice and consistent like a bnb should be. Take my like. Excited to see what else you find
I'm glad you like it! :D
This is such a big help. I was really struggling to figure out a bnb.
I hope you find it useful! It really is super versatile!
"beginner bnb" has a tk and 2 manual timings 😭
The tk is pretty important to learn since so many routes use it. There’s a good amount of wiggle room on the timings so it’s easier than some of the other post 623 launch routing in my opinion. It might take a bit of practice but I think this combo is definitely doable. ^_^
Thank you
No problem! I actually have another guide in the works, so hopefully that will be helpful as well!
this will be very helpful thanks
I hope it is! :D
Yooo finally a use for j3B let's go
I've mostly been using it in combos so far since its frame data varies a lot when using it raw/in neutral.
Awesome video! Btw Would you recommend to finish all the combos from missions before practicing this one? Or the other way around?
If you're new to Carmine or just want to get into playing some matches with him, I would recommend to learn this combo first if you can. This combo and one of the corner carry BNBs from my other video would be two solid combos to start off with since you could reliably go into them from a lot of starters.
The missions have some good combos but some of the higher difficulty ones might be too hard to do if you're new to the character. Learning this BNB first might make some of them easier to do since some parts of it like TK j.6B are important parts of his combo routes. ^_^
@@KuronoOki Thx! I'm trying to comain Carmain because I love his design, so I've been playing him a lot recently but I just struggle in a couple of things like combos. Definetely gonna be trying to master this combo before all the missions
This is huge chat
I hope we get the chance to play soon! :D
Thank you 😌🩸
(´◡`)b
can't do this combo to save my life 😭
What part are you having trouble with? It might take some time and practice, but I believe you can do it!
@@KuronoOki I was able to get the tk j.6b p good but mainly the dash into 5B DP is throwing me off (playing on the PS5 vers w/ the DS5 dpad is beating my ass w/ the DP drops 😭)
@@sugararmor8 Ah, yeah that part can be kind of tricky since the inputs have to be pretty clean. Try to make sure you're not holding forward after the dash as well. You can just tap 66 and then press a neutral 5B before the DP input so that it doesn't have any extra inputs to mess up the reader. The forward movement of a tapped dash and the 5B is enough to get the correct spacing for the puddle DP to hit.
What the movement on 1:36 where he seems like he kicks the ice
That is his new move, 66 Force Function (66B+C).
Is the 2aw necessary for pinwheel oki?
It's not as you can just do 2C > pinwheel. However, it does often help time the pinwheel better. It also affects the direction of the puddle wave. In the example shown, the puddle wave travels towards the opponent. If the 2aw was not done, it would travel the opposite way towards Carmine. That's just a minor difference to keep in mind.
@@KuronoOki thank you! That makes sense. I didn’t notice the direction of the second pinwheel
Does this not work in the corner?
It works as long as you're not all the way into the corner as the 6BB will tend to launch the opponent over you there. You can adjust the route to make it work by omitting the second 6B though. Try starter > 5BB > 6B > 2C > TK j.6B > dash > 5B > 623B > walk back > j.CBB > j.3C > j.6FF > ender. That will work off a couple of starters.
I'm trying to learn the grab heal variant and am struggling.
Whenever it's time for me to do 214A, the opponent usually recovers before it can hit them. Do you have any advice for the timings of the BNB?
If the 2C before the 214A connects but the opponent recovers before the 214A hits, it might mean you're doing the 2C too fast. To fix this, try delaying the 2C a tiny bit so that they fall more before it connects.
I booted up training mode and pressing the 2C too fast/immediately seemed to be the way I was getting the 214A to whiff.
I hope this helps!
@@KuronoOkithank you very much
@@KuronoOkiIn training mode now, and doing what you said is working!
Thank you, you've saved me from my despair, aha.
@@riversand8646 No problem! ( ^ _ ^ )b