Charlotte シャルロット, Sharurotto
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- Damage Taken: 100%
- Rage Factor: 0.30
- Rage Duration: 12 seconds
- Jump: 42 frames (Very Fast)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.05 (Slower)
- Back Dash: 28 frames
- Weapon Pickup / Drop: 50 / 32 frames
|
Introduction
Charlotte plays a very effective low-risk poking game from half-screen, relying mainly on her 5B and 2B as well as her Bayonet Thrust and Tri-Slash special moves to chip away at, and frustrate the opponent. Once they try to jump, her invincible Power Gradation DP is sure to take them out of the skies with style. Tri-Slash can also be delayed to cause people who try to jump it on reaction to land in the projectile’s hitbox instead.
She’s extremely good at sitting on a life-lead and acting as a defensive wall, as trades generally go in her favour, damage-wise. And while she doesn’t have any scary mixups to speak of, she can take a lot of damage off the opponent just by playing the neutral game solidly. Charlotte’s mobility is not the best so she has to rely on her buttons to keep the opponent off of her. This means that she is more prone to getting her weapon deflected than other characters, and with so much of her game centering around having great pokes, being disarmed is quite a price to pay.
Playstyle
Charlotte is a poking master who also sports great zoning tools and aggressive, high-damage short jump pressure. Sacrebleu!
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Strengths |
Weaknesses
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- Good midscreen game: Charlotte controls the midscreen with fast, long pokes both in the air and on the ground.
- Good pressure: Charlotte's short jump is good for aggressive air approaches. Her air and ground pokes are good for punishing throw escapes. She has a good run speed and her 5D high-profiles defensive low pokes.
- Strong anti-air: Charlotte's invincible DP, WFT, jump normals and grounded 66A allow her to punish jumps with ease.
- Good keepout: Tri-Slash and Bayonet Lunge are strong far-screen options that are good at keeping out aggressive characters.
- Good damage from close: Charlotte has a 6 frame n.5A punish that combos into 623A and her n.5B xx 623C combo does good damage. Her 7-frame WFT is also a great punish option.
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- Gets jumped over: Floaty characters can easily jump over Charlotte and shut down her air game. To make matters worse, none of her jump normals hit above her head.
- Easy to deflect: Almost all of Charlotte's best pokes are deflectable, making her a prime target for deflect baiting.
- Gets outzoned: Charlotte's zoning options are too slow to compete with most of the game's best zoners, forcing her to go in against many fireball characters. Her short jump height also makes it hard for her to jump over tall fireballs.
- Bad far-range punishes: Charlotte's far 5C has bad range and is multi-hit burstable. Her running normals offer underwhelming damage and she lacks a special cancellable 66X. She also lacks any cancel options from far and has a hard time converting off of deep jumps outside of her n.5B range.
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Gameplan
Charlotte wants to use her great normals to force opponents to take risks and punish them for it. She doesn't have any gimmicks, so basically play solid and let her kit do the work.
Neutral
Depending on the opponent, you'll want to use well-placed pokes such as 5B and 2B to annoy the opponent and force them into a bad situation. If opponents don't have amazing projectiles, you can throw trislash to make your opponent want to jump which you can antiair with several moves listed below. You can use 5D to advance without committing to a dash and it's able to hop over some grounded projectiles as well. Use 623A, j.D or j.B to antiair opponents close to you and 5C for further away.
Okizeme
Upon knockdown in the corner, you can position yourself to catch rolls with j.C or stand in a range that covers both getup options with 5b. she also gets to mixup with overheads, empty hops, and grabs. No gimmicks, just good old fashioned mixups.
Corner Safejump Setups vs: Stationary Getup
Note: Safejump setups involving deflect as a framekill setup no longer work after Patch 1.11 due to increased recovery on deflect.
L.DP>back hop>whiff lp>uf j.C (can follow up on landed j.C with L.DP>back hop>repeat safejump)
L.Bayonet Lunge>whiff H.Bayonet Lunge> uf j.C
66C>back hop>whiff L>uf j.C
H.DP>whiff M.Bayonet Lunge>uf j.C (only can stuff dps)
236K to corner>whiff c.M>uf. j.C
L.DP from any distance>whiff L.Bayonet Lunge>uf j.C
Corner Safejump Setups vs: Backroll Getup
M.DP>whiff reflect>uf.JC
H.DP>whiff M.Bayonet Lunge>uf.JC (gets you behind dp)
Grab>/dash H>back hop>whiff L>uf j.C
Corner Safejump Setup vs: Forwardroll Getup
M.DP>whiff reflect>uf.JC (can follow up with nj.C, jb.C safejumps endlessly vs fwd rolls and is a left/right)
Midscreen Safejump Setup and Backroll Chase
Grab>66C>run to body and 66K>uf j.C
Normal Moves
Far Slashes
5A
5A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
10
|
4
|
11
|
24
|
-2
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-5
|
5
|
No
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Yes
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Yes
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No
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A quick, low risk low reward poke to test waters and stop people from approaching. Recovers fast enough to antiair jumpers. Beware of deflect though.
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Toggle Hitboxes Toggle Hitboxes
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5B
5B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
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Guard Dmg
|
Cancel
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Recoil
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Deflectable
|
Unarmed
|
100
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Mid
|
13
|
5
|
19
|
36
|
-3
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-12
|
10
|
No
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Yes
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Yes
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No
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Similar to 5A, but with slightly more range, damage and recovery. It's -7F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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5C
5C Top to bottom: 14~16F, 18~20F, 22~25F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
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120,80
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Mid
|
14,18
|
7 (1) 4
|
33
|
58
|
-9
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-28
|
25
|
No
|
Yes
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Disarm
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No
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Does less damage than 2C and has less range, however in some matchups it's a useful situational preemptive antiair.
- It starts with a high hitbox that will only connect with airborne or taller standing opponents (e.g. Jubei, Earthquake). Can still hit Earthquake crouching with this hitbox but Charlotte needs to be closer than normal.
- It's -13F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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2A
2A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
9
|
4
|
14
|
26
|
+3
|
-5
|
5
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No
|
Yes
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Yes
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No
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Pretty much the same button as 5A, except slightly lower to the ground. Does not hit low.
It's -9F on block while the opponent is disarmed. More disadvantageous due to not recoiling against disarmed opponents.
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Toggle Hitboxes Toggle Hitboxes
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2B
2B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
12
|
5
|
16
|
32
|
0
|
-12
|
10
|
No
|
Yes
|
Yes
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No
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This is overall Charlotte's best button. It's faster, has more range AND is better on hit than 5B. The money spacing with Charlotte is when you're at tip range of 2B, so that 5B will whiff (and hit people trying to approach). Use this a lot. It's +-0F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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2C
2C Top to bottom: 17~23F, 25~28F, 29~31F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100,90
|
Mid
|
17
|
7 (2) 7
|
26
|
58
|
-5
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-28
|
25
|
No
|
Yes
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Disarm
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No
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Has more range than 5C, making this the heavy slash of choice. Despite the animation, this doesn't antiair at all.
It's -9F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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Near Slashes
n.5A
n.5A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
4
|
8
|
17
|
+1
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-2
|
5
|
Yes
|
No
|
Yes
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No
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A quick jab, nothing special. Can be used for tick grabs.
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Toggle Hitboxes Toggle Hitboxes
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n.5B
n.5B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
12
|
4
|
18
|
33
|
-1
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Your button of choice to combo into or punish the opponent with, if possible. Does more damage than n.2B and comboes into heavy DP. It's -5F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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n.5C
n.5C Top to bottom: 14~15F, 19~20F, 23~24F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140,60
|
Mid
|
14
|
2 (3) 6
|
26
|
50
|
-4
|
-28
|
25
|
No
|
Yes
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Disarm
|
No
|
Worthless as a punish, since n.5B starts faster and leads to more damage. Pretty much no reason to use this ever, except when trying to guard crush. It's -8F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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n.2A
n.2A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
2
|
9
|
17
|
+2
|
-1
|
5
|
Yes
|
No
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Yes
|
No
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Similar to n.5A, slightly slower but also better on block.
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Toggle Hitboxes Toggle Hitboxes
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n.2B
n.2B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
10
|
8
|
13
|
30
|
0
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
This move leads to less damage than n.5B but it's also faster, making it crucial in certain punish situations. It's -4F on block while the opponent is disarmed.
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Toggle Hitboxes Toggle Hitboxes
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Kicks
5D
5D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
7
|
9
|
9
|
24
|
-5~+3
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-8~0
|
5
|
No
|
No
|
No
|
Yes
|
A very useful hopkick style move. Can be used as a pressure tool (spaced it's up to 0 on block) or to move forward without committing to a dash. Hops over certain lows and grounded Reppuken-style projectiles. However it's punishable up close, so mind your spacing.
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Toggle Hitboxes Toggle Hitboxes
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6D
6D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Low
|
11
|
8
|
8
|
26
|
0~+7
|
-3~+4
|
5
|
Yes
|
No
|
No
|
Yes
|
A low most useful for its special-cancelability, which can be used to whiff cancel into Splash Fount to chip people out. No longer knocks down people and is less punishable on block.
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Toggle Hitboxes Toggle Hitboxes
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2D
2D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
4
|
12
|
20
|
-3
|
-6
|
5
|
No
|
No
|
No
|
Yes
|
A quick harrassment low with very good range for a kick button. Good to stop people from doing dash in throw without being vulnerable to a deflect.
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Toggle Hitboxes Toggle Hitboxes
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3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Low
|
7
|
10
|
22
|
38
|
-8~+1
|
-15~-6
|
5
|
No
|
No
|
No
|
Yes
|
Charlotte's best low attack overall, comes out quick and covers a decent amount of space. Can be spaced to be -6 on block.
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Toggle Hitboxes Toggle Hitboxes
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Dash Normals
66A
66A Frame 6 above; 7~11F bellow
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
5
|
6
|
12
|
22
|
-5
|
-8
|
5
|
No
|
No
|
No
|
No
|
Very short horizontal range makes this useless as a ground poke, but it hits very high up, making this a useful situational antiair, especially against people trying to cross you up.
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Toggle Hitboxes Toggle Hitboxes
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66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
9
|
7
|
8
|
23
|
-4
|
-35
|
10
|
No
|
Yes
|
Disarm
|
No
|
Pretty much like a quicker but horribly unsafe 5B. Use sparingly. It's -8F on block while the opponent is disarmed.
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|
Toggle Hitboxes Toggle Hitboxes
|
66C
66C Top to bottom: 15~18F, 21~24F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90,50
|
Mid
|
15
|
4 (2) 4
|
29
|
53
|
KD
|
-10
|
20
|
No
|
No
|
Disarm
|
No
|
Comes out decently quick and doesn't recoil on block, can be surprisingly hard to punish due to only being -10 on block.
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|
Toggle Hitboxes Toggle Hitboxes
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Low
|
8
|
9
|
22
|
38
|
KD
|
-14~-7
|
5
|
No
|
No
|
No
|
Yes
|
Similar to 3D, except out of a run and knock down. Can be spaced to be -7 on block.
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|
Toggle Hitboxes Toggle Hitboxes
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
10
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
NO
|
No
|
Quick aerial stab, limited usefulness due to low damage while still not being her fastest aerial.
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|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
High
|
10
|
8
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
A great button to space with, hard to beat out and reaches reasonably far.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C Top to bottom: 15~19F, 22~25F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
13,15
|
4
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
The infamous triangle and the reason everyone hates this character. Has a great hitbox both in front of and behind Charlotte for ambiguous left/right mixups, combined with her amazing jump arc this makes it one of her most threatening attacks. You absolutely have to learn how to deep-hit this attack to combo out of it. It's 15F start up for cross-up.
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|
Toggle Hitboxes Toggle Hitboxes
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
7
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
Low damage, but good horizontal range and her fastest aerial attack. For when you absolutely need the speed to beat someone air-to-air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
5
|
13
|
23
|
+3
|
-3
|
5
|
No
|
No
|
No
|
Only
|
Punches you. En français!
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
7
|
16
|
28
|
-2
|
-7
|
5
|
No
|
No
|
No
|
Only
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
8
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
Jumping punch with long hit stun, combo into 6D to knock down the opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66S Top to bottom: Frame 5, 6~10F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
6
|
20
|
30
|
KD
|
-10
|
5
|
No
|
No
|
No
|
Only
|
Similar to armed 66A, except it now knocks down on ground hit and is slightly more unsafe on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66D
u.66D Top to bottom: Frame 15, Frame 16, 18~20F
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70(30,40)
|
High
|
15,18
|
2 (1) 3
|
28
|
48
|
KD
|
-14
|
5
|
No
|
No
|
No
|
Only
|
While disarmed, Charlotte's 66D turns from a slide into a 2-hit somersault attack. It's an overhead that knocks down the opponent, making it a great tool for high-low mixup.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/6C+D Forward Throw Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
1
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
1
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Armed Unarmed Unarmed
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
60
|
High
|
20
|
4
|
21
|
44
|
+1
|
-12
|
10
|
No
|
No
|
No
|
No
|
Universal overhead. Doesn't knock down.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Unarmed
|
60
|
High
|
24
|
3
|
22
|
48
|
KD
|
-12
|
10
|
No
|
No
|
No
|
Only
|
Universal unarmed overhead. Hop kick that knocks down the opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
38
|
N/A
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
10
|
38
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
12
|
33
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
11
|
10
|
22
|
KD
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
3
|
35
|
58
|
0
|
-
|
-
|
-
|
No
|
No
|
No
|
Unblockable pushback attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
8
|
65
|
81
|
KD
|
-44
|
-
|
-
|
No
|
No
|
No
|
Has full invulnerability all the way through. Can be used as an anti-air. Damage scales based on remaining Rage Explosion Gauge.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Power Gradation
Power Gradation 623S 623A Top to bottom: 6~7F, 8~10F, 11~20F 623B Top to bottom: 8~11F, 12~14F, 15~26F 623C Top to bottom: 14~19F, 20~22F, 23~38F
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
Mid
|
6
|
15
|
38
|
58
|
KD
|
-37
|
22
|
-
|
-
|
-
|
No
|
This is a decent anti air and punish tool due to its lightning quick 6f startup. Does not have any kind of invincibility as of patch 1.11.
- Airborne 8~41F
- 17F landing recovery
|
B
|
120
|
Mid
|
8
|
19
|
49
|
75
|
KD
|
-52
|
26
|
-
|
-
|
-
|
No
|
As of Patch 1.11, this is now her go to antiair as it has invincibility against jumping attacks from 1~11F.
- Airborne 12~58F
- 17F landing recovery
|
C
|
160
|
Mid
|
14
|
25
|
54
|
92
|
KD
|
-63
|
32
|
-
|
-
|
-
|
No
|
A Combo breaker/Callout button. Has startup invincibility from 1~19F.
- Airborne 15~75F
- 17F landing recovery
|
|
Toggle Hitboxes Toggle Hitboxes
|
Splash Fount
Splash Fount 6S (repeatedly) Initial hitboxes appear as above (First one pictured); Final hitbox pictured below
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100(15x5,25)
|
Mid
|
27
|
20
|
27
|
73
|
KD
|
-14
|
11
|
-
|
-
|
-
|
No
|
B
|
130(15x7,25)
|
Mid
|
30
|
23
|
34
|
86
|
KD
|
-21
|
16
|
-
|
-
|
-
|
No
|
C
|
160(15x9,25)
|
Mid
|
34
|
28
|
36
|
97
|
KD
|
-26
|
21
|
-
|
-
|
-
|
No
|
Needs 4 slash inputs (A, B or C) to activate. The last button press determines the version. All versions are punishable on block. Outside of chipping people out, this special has incredibly limited usefulness.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Tri-Slash
Tri-Slash 236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
50
|
Mid
|
40
|
33
|
27
|
67
|
KD
|
-8
|
10
|
-
|
-
|
-
|
No
|
Quickest startup and slowest travel, but also stops after approximately half a screen. Best used to fake people out who got used to the other two versions. If you hold it, you can antiair people with it who try to jump over it by releasing.
Can be held up to 67f.
|
B
|
50
|
Mid
|
46
|
34
|
29
|
75
|
KD
|
-10
|
10
|
-
|
-
|
-
|
No
|
Travels almost fullscreen but not quite, medium travel speed.
Can be held up to 67f.
|
C
|
50
|
Mid
|
45
|
36
|
32
|
77
|
KD
|
-13
|
10
|
-
|
-
|
-
|
No
|
This move travels fullscreen and travels the furthest. Most useful for when you directly want to hit the opponent instead of just pretending to.
Can be held up to 67f.
|
Rage
|
75(25*3)/150(25*6)
|
Mid
|
45
|
36
|
32
|
77
|
KD
|
-3
|
6/12(charged)
|
-
|
-
|
-
|
No
|
Heavy version during rage becomes a 3-hit projectile. Limited utility is added from rage, however during Rage Explosion, if the opponent gets hit from a distance, you can link an Issen after the third hit before the attack launches the opponent into the air.
Can be held up to 67f.
It's now chargeable and hits 6 times when it's at its fullest.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Bayonet Lunge
Bayonet Lunge 214S Top to bottom: 23~24F, 25~28F, 29~32F Top to bottom: 30~31F, 32~33F, 34~36F Top to bottom: 35~37F, 38~40F, Frame 41, Frame 42, Frame 43
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
110
|
Mid
|
23
|
10
|
17
|
49
|
KD
|
-20
|
10
|
-
|
-
|
-
|
No
|
A very useful long range poke which cannot be deflected, good to throw out once in a while or to punish people for certain attacks. Due to the deceptively short blockstun (in relation to the animation), people unfamiliar with the character will never punish this.
|
B
|
110
|
Mid
|
30
|
7
|
20
|
56
|
KD
|
-20
|
12
|
-
|
-
|
-
|
No
|
Slower and more range than 214A, same frames on block.
|
C
|
110
|
Mid
|
35
|
8
|
23
|
65
|
KD
|
-25
|
14
|
-
|
-
|
-
|
No
|
Almost hits fullscreen but is horribly slow and more negative on block. Best used in guaranteed fullscreen punishment scenarios (e.g. Jubei whiffing WFT for whatever reason while you're chilling fullscreen).
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lance De Lion
Lance De Lion 236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
120(50,70)
|
Low
|
18
|
11
|
25
|
53
|
KD
|
-20~-11
|
0
|
-
|
-
|
-
|
Yes
|
Side switching low, cannot be bursted on hit. Can be spaced to be -11 on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Supers
Weapon Flipping Technique
Splash Gradation 236B+C Ordered top to bottom, left to right
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
310(372,434)
|
Mid
|
1+6
|
67
|
62
|
135
|
KD
|
-48
|
-
|
-
|
-
|
-
|
No
|
One of the better WFTs in the game. Short range but comes out very quick and can be used as an antiair. Doesn't disarm on trade however. Available only during Max Rage or Rage Explosion. Disarms on hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Special Move
La Danse De La Rose 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
650
|
Mid
|
10+19
|
4
|
74
|
106
|
KD
|
-45
|
-
|
-
|
-
|
-
|
No
|
A pretty standard SSM, nothing too special about this. Best used in guaranteed punishment situations or after deflecting the opponent. Available only once per match.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Combos
List combos, use numpad notation.
Midscreen
- Near 5A or Near 2A ...
- 623A/B
- WFT - Fast 6 frames punish combo starts with Near 5A
- Near 5B / Near 2B ...
- 623A/B/C / WFT - the most damaging basic / WFT punish combo.
- 236D - Switch side combo. Throws the opponent far away, useful to defend dropped weapon.
- Jump B / Jump C (Deep hit) ...
- Near 5B/2B xx 623C / WFT - the most damaging basic / WTF combo, but 5B only connects WFT from cross up deep hit or at point-blank range from forward jump.
- 236D - Deep hit combo with long reach, Jump B needs to be quite deep to connect 236D.
- Far 5B / Far 2B / All kicks - Less risky follow up.
- 5C/2C - Almost useless, both slashes don't knocks down the opponent, except 5C from cross up deep hit.
- Forward throw ...
- 5C/2C - 2C deals a little less damage but quicker.
- (dash) WFT - Some characters whiff or only land 6 hits instead of 7 without the dash.
- Back throw ...
- 5C/2C - 2C deals a little less damage but quicker.
- (dash) WFT - Must dash to connect WFT from back throw.
- Unarmed jump A/B/C
- 3D - hits low.
- 6D - hits low and knocks down.
- Jump D (Deep hit)
- 236D - Useful combo while unarmed.
- Tri-Slash (Rage) > Lightning Blade - Connects before the opponent knocked into the air (max of total 4 hits), works beyond the range of light Bayonet Lunge.
Corner
- Forward Throw / Back Throw ...
- Near 5B xx 623C / WFT - Best combo when throws the opponent into the corner.
Guard Crush
- 5C...
After recovery...(At max range only one hit will connect)
- 66C / Run-up 623C
Knocks down.
- WFT
Some of the hits will miss.
- Lightning Blade
Universal Issen combo.
- n.5C...
Combo second hit...
- 236D
Most damaging in rage.
- WFT
WFT combo.
- Lightning Blade
Universal Issen combo, combo from second hit.
- 5C...
Combo second hit...
- 236D
Most damaging in rage.
- WFT
WFT combo.
- Lightning Blade
Universal Issen combo, combo from second hit.
- n.5C...
Cancel second hit...
- 623C
Most damaging without rage.
Charlotte's options are kind of limited so just keep in mind that DP will whiff if combo from second hits due to push back (even in corner won't work) Her 214A, 236D, and WFT will combo, when not in rage just DP from canceling the second hit of near 5C does the most damage.
Videos
Colors
Default
3D Retro Costume
External Links