FIGHTER FILE 20
Carnage sits in slot 20 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 1 costume in 9 colours.
Carnage changes and reforms his body to strike the opponent from afar. He infects his opponents with a parasitic symbiote, inflicting Necrosis to power up his attacks. Create an opening with Parasite Fang to launch his vicious offensive.
Transforms Carnage's arm to perform a long-range stabbing attack.
The farthest edge of the attack deals extra damage, and in the version, performs an additional attack on contact.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack and can be followed up with Parasite Bomb.
versions Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Transforms Carnage's body to attack the surrounding area.
The version performs an additional attack on hit.
It gains invincibility against aerial attacks from partway through the action.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack and can be followed up with Parasite Bomb.
versions Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
After leaping forward, transforms Carnage's arm to perform a slashing attack.
The version performs an additional attack on hit.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack and can be followed up with Parasite Bomb.
versions Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
Transforms Carnage's leg before slamming it down. The version performs an additional attack on hit.
The version allows Carnage to move before the opponent even on block.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack and can be followed up with Parasite Bomb.
versions Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Transforms Carnage's arm into an axe before slamming it down. The version performs an additional attack on hit when charged or when it lands as a counter hit.
Hits as an overhead, making it a good mixup option.
Enters an armor state from partway through the action.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack and can be followed up with Parasite Bomb.
versions Skill Gauge cost: 25
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by attacks except for throws and lows from midway through.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Super Skill
Performs a series of attacks using tendrils, covering a wide area.
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Sends tendrils out over the ground to attack.
If it connects at close range, it triggers an additional attack.
If the opponent is already afflicted with Necrosis, it deals additional damage.
When attacking the opponent's leader character, this move inflicts Necrosis.
Skill Gauge cost: 100
Universal (first hit)
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Universal (second hit)
An indirect attack using a projectile or other means.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
A state in which the opponent is infected with a symbiote.
The following effects are applied to an opponent afflicted with Necrosis:
・Carnage's attacks deal more damage.
・Carnage's attacks deal damage to the opponent even on block.
・A follow-up attack triggers automatically after each Skill.
・Parasite Bomb becomes available as a follow-up after each Skill.
The Necrosis Gauge appears while the opponent is afflicted with Necrosis.
The gauge depletes over time, with its duration extended when Carnage's attacks connect.
The Necrosis state ends when the Necrosis Gauge runs out.
Transforms his arm to perform an attack.
The grounded version has long range, but is unlikely to hit crouching opponents.
When attacking the opponent's leader character, this move puts them in the Necrosis state.
The effect lasts longer on hit.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Available as a follow-up only when the standing version of Parasite Fang connects.
Jumps towards the opponent, covering a large horizontal distance.
Universal
A technique consisting of only movement.
Transforms his arm to attack below.
When attacking the opponent's leader character, this move puts them in the Necrosis state.
The effect lasts longer on hit.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while standing.
For Standing , Aerial , Aerial + , and Aerial + , holding increases the number of hits.
The follow-up window is extended when the opponent is afflicted with Necrosis.
For multi-hit aerial attacks, only the first hit counts as an overhead.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
The symbiote infecting the opponent activates, performing a follow-up attack.
This follow-up is only available when a Skill connects with an opponent afflicted with Necrosis.
Activating this terminates the opponent's Necrosis.
Universal
An indirect attack using a projectile or other means.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Transforms Carnage's arm to perform a long-range stabbing attack.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Transforms Carnage's body to attack the surrounding area.
Tendrils perform a follow-up when the opponent is afflicted with Necrosis.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Transforms Carnage's arm to perform a long-range stabbing attack, pulling in the opponent.
When the opponent is afflicted with Necrosis, it triggers an additional tendril attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Transforms Carnage's leg to slam it down on the opponent.
Tendrils perform a follow-up when the opponent is afflicted with Necrosis.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, follows up with Bloodbath.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent