シャルロット, Charlotte
Colors
Introduction
Heads were rollin', especially her namesake's.
Charlotte is doing well for herself in this game. Having inherited most of the moves from both her slash and bust forms from samsho4, she has a very solid bag of tools to work with and is consistently rated in the higher tiers, typically just below top tier if not in it. She might not be the most mobile character, but with her abilities you won't really need it in most matchups. Invariably, she has good options as long as time is on her side. It's hard but if I had to name one overarching flaw, it would be either her lack of a dominating heavy, or the fact that so many of her important moves are deflectable.
Strengths |
Weaknesses
|
- Very versatile. Has a tool for most occasions.
- A simple character to learn and play.
- Has a solid move set, that works especially well at mid to long range. Even when unarmed, her options are better than you'd expect.
|
- Not as effective in close range as she is in mid and long.
- Prone to being weapon deflected/caught.
- Generally rigid and limited punish options.
|
Data
- Damage taken: 95%
- Rage duration: 12 seconds
- Amount to rage: 18
- Walk speed: 480
- Backwalk speed: 416
- Dash speed: 1248
- Jump duration: 40 frames
- Width: 24
- Throw range: 12
- Throw recovery: 50 frames
- Tier placing: A
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~4 (4)
|
-
|
Recoil cancel, Deflectable (weak), Weapon clash 5~8 (4)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
4
|
10
|
-4
|
-4
|
-6
|
A fast, straightforward jab, with the reach characteristic of Charlotte's pokes. This particular normal is mainly filler though.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
Mid
|
1~5 (5)
|
-
|
Recoil cancel, Deflectable (medium), Weapon clash 6~12 (7)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
6
|
12
|
+1
|
+9
|
-13
|
Possibly her best normal poke, although with only average damage associated with it. Still, it's more or less her strongest non-heavy. When in doubt, throw it out. You can also get some mileage out of the recoil cancels here.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
1~11 (11)
|
-
|
Recoil cancel, Deflectable (heavy), Weapon clash 17 (1)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
12
|
33
|
-4
|
+6
|
-21
|
A pretty good heavy, but not for the usual reasons. This slash is an inverted triangle shape, with the horizontal bar nice and high in the air, ready to crunch anyone trying to get a jump in. If this had any less startup, it would be godly.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~4 (4)
|
-
|
Recoil cancel, Deflectable (weak)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
6
|
12
|
+1
|
+9
|
-6
|
A very crisp and clean poke, highly advisable for safe attacking against grounded opponents that are in range of it.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
1~9 (9)
|
-
|
Deflectable (medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
7
|
9
|
+3
|
+11
|
-13
|
Another decent poke, especially good for shorties at near-mid range.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
Mid
|
-
|
-
|
Recoil cancel, Deflectable (heavy)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
13
|
26
|
-1
|
+9
|
-21
|
A slow heavy that might be better at connecting some things, but in the general gameplan is not needed.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~4 (4)/8~17 (10)
|
-
|
Deflectable (weak), Weapon clash 5~8 (4)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
6
|
4
|
+1
|
+1
|
-4
|
Quick pommel strike jab.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Mid
|
12~31 (20)
|
-
|
Recoil cancel, Deflectable (medium), Weapon clash 6~11 (6)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
6
|
14
|
-1
|
+7
|
-13
|
A combo slash, but somewhat slow for the task. It does have a very relevant use though, being a reliable way to combo into her super when raged.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
1~4 (4)
|
-
|
Recoil cancel, Deflectable (heavy), Weapon clash 5~8 (4)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
10
|
30
|
-2
|
+10
|
-21
|
A strong punishing slash. Unfortunate amounts of startup and reduced range may disappoint as compared to the far standing version.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~4 (4)/8~17 (10)
|
-
|
Deflectable (weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
6
|
4
|
+1
|
+1
|
4
|
The standing near with different hitbox.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
10~29 (20)
|
-
|
Recoil cancel, Deflectable (medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
10
|
10
|
-1
|
+7
|
-13
|
A bit faster and smaller than the standing counterpart but otherwise similar.
|
|
n.2AB
n.2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
Mid
|
1~5 (5)
|
-
|
Recoil cancel, Deflectable (heavy)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
7
|
33
|
-2
|
+8
|
-21
|
A heavy more likely to get the punish done if you're too close for the triangle 5AB.
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
13
|
High
|
-
|
-
|
Deflectable (medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
10
|
+9
|
+17
|
-8
|
One of the "planted" overhead attacks, hard for most to punish, and a non-knockdown at that. Generally has more benefits than ills, as without all the landing recovery, you can combo into 623A or a slide. Be warned that like with your running overhead, this can be deflected by an astute opponent to make you look stupid.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
24
|
3
|
13
|
KD
|
KD
|
-10
|
Tobi geri overhead. It avoids throws, unlike when armed, but is naturally weaker and slower overall.
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
1~6 (6)
|
7-14 Feet invincible
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
16
|
10
|
-7
|
+1
|
-20
|
A forward-moving knee attack that will push Charlotte into nearby grounded characters and momentarily make it hard for them to grab you. May be useful depending on the situation but carries a risky amount of recovery if it hits too soon.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Low
|
13~30 (28)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
18
|
8
|
KD
|
KD
|
-25
|
Delayed "tricky" downward kick that can always cancel into heavy pursuit for some good low damage. With that kind of startup and range the main use is on enemy getup.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
1~6 (6)/14~17 (4)
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
7
|
7
|
-3
|
-3
|
-8
|
A very quick low kick that is mainly just for interruptions and some minor whittling of health. Pretty good properties for this kind of attack.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
12
|
19
|
KD
|
KD
|
-25
|
Conjure a slide kick anywhere with this. It'll come in handy if you need that kind of hitbox right now, or want to attack and move forward at the same time.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
High
|
-
|
-
|
Deep deflectable (weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
11
|
7
|
-
|
-
|
-
|
No reason to use this version as the medium slash has it beat... Unless maybe you are twitch reacting to an enemy jump at low life.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
High
|
-
|
-
|
Deep deflectable (medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
8
|
11
|
-
|
-
|
-
|
The air-to-air monster. While this is no heavy in terms of damage, it will still let charlotte control the skies when mixed properly.
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
23
|
High
|
-
|
-
|
Deep deflectable (heavy)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
2
|
13
|
-
|
-
|
-
|
Charlotte's big crossup that everyone should know about. This slash was built to attack opponents below you, and incidentally has a great shape to give haircuts. Combined with Charlotte's low, quick jumps, this makes it an air-to-land combat system with only limited use against those still trying to jump. But you already know she will stop jumping the second you start to.
Of particular note is that this attack is NOT counted as a heavy, but rather a medium. This means your deep hits and backhits won't go as far as they would with other jumping ABs, which is fine because you'll be connecting a lot of backhits anyways.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
12
|
9
|
-
|
-
|
-
|
The usual hitstop-lacking quick jumping kick. It might take your opponent by surprise if you're consistently jumping in with other options.
|
|
Dashing
66A
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
1~9 (9)
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
2
|
28
|
-11
|
-3
|
-24
|
This move is almost never seen. It may have its own functions, but they are mitigated by the recovery of this move, which puts the risk a little high for the meager reward. Still, it is a snazzy finishing move.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
High
|
-
|
-
|
Deflectable (heavy)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
11
|
Reset
|
Reset
|
-9
|
Dashing overhead. Bears a great resemblance to the 5BC, but with fewer comboabilities. Regardless, it is another powerful tool especially since it keeps them on the floor. Deflects will treat this as a heavy, so you will lose your weapon if they catch you mindlessly throwing it out.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5, 11
|
Mid
|
1~2 (2)
|
-
|
-
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
4
|
31
|
KD
|
KD
|
-22
|
Charlotte's makeshift ranged punish. Hits twice (if close enough) in quick succession and may also chain into 2BC, but it doesn't pack that much of a punch. As a punish it doesn't really do its job damagewise, but a lot of times it's the best she can do to salvage many of the harder punishes.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
12
|
19
|
KD
|
KD
|
-25
|
Another slide kick. Possibly its best feature is just the fact that it makes her 66B that much more of a threat.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
12
|
7
|
+0
|
+8
|
-13
|
Punches you. In French.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
6
|
6
|
-1
|
-1
|
-6
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
16
|
4
|
-
|
-
|
-
|
Can't control the skies with this.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
2
|
28
|
KD
|
KD
|
-24
|
|
u.66C
u.66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16, 16
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
5
|
42
|
KD
|
KD
|
-33
|
This unarmed attack gets a lot of new people. The best part is that it's kind of fast, jumps over stuff, hits high, and hits twice. In fact, it's her hardest-hitting move. You can't totally mess around, though; it's not 100% safe.
|
|
Pursuit
2BC
Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
5
|
23
|
-
|
-
|
-
|
Usable after either of your normal slides connect and in corner knockdowns.
|
|
u.2BC
Unarmed Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
3
|
13
|
-
|
-
|
-
|
|
8BC
Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
12
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
40
|
5
|
44
|
-
|
-
|
-
|
Very damaging pursuit. Use after every trislash knockdown if you're in range.
|
|
u.8BC
Unarmed Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
33
|
6
|
-
|
-
|
-
|
|
System
Deflect
Deflect 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
It sure is a deflect. Use it for deflecting. People will be looking to deflect you or preempt your pokes if they're foolhardy enough, so keep them on their toes.
|
|
Taunt Disarm
Taunt Disarm Start x 3
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Charlotte can cancel her taunt into any command move, super, rage explode, fatality, or suicide. This can be done any time from early on in the animation until the very final frames where she's about to drop the sabre.
|
|
Weapon Pickup
Weapon Pickup 5A near weapon
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Specials
623S
Power Gradation 623S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10/19
|
Mid
|
-
|
6-11 Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
15
|
38
|
KD
|
KD
|
-44
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15/21
|
Mid
|
-
|
11-16f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
19
|
62
|
KD
|
KD
|
-72
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
20/22
|
Mid
|
-
|
1-17f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
25
|
78
|
KD
|
KD
|
-95
|
Charlotte's DP is an anti-air, and deals more damage against jumping opponents than grounded ones, although it's purely vertical in motion with a semi-wide hitbox. Its uses are anti-air, anti-air after a taunt cancel, and combo punishes.
It comes out with no delay, but it is readily punishable-- The A version if blocked or whiffed while they're standing; and the AB version always gets punished unless it actually connects. The A version alone has satisfying enough damage, especially for anti-air hits, and is by far the most used-- most as a standby for when 5AB is too slow. This is not spammable at all.
|
|
6SS
Splash Fount 6SS
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn, 12
|
Mid
|
-
|
27-47f Throw invuln
|
Deflectable (weak)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
27
|
-
|
-
|
KD
|
KD
|
-24
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn, 15
|
Mid
|
-
|
30-52f Throw invuln
|
Deflectable (medium)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
30
|
-
|
-
|
KD
|
KD
|
-37
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn, 15
|
Mid
|
-
|
34-59f Throw invuln
|
Deflectable (heavy)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
34
|
-
|
-
|
KD
|
KD
|
-37
|
Charlotte will charge forward raining strikes on the enemy. The B and AB versions start off with a momentary pace backward before the charge, but still travel further. This move might be decisive or your own downfall. The three versions of this have varying punishability on block, largely depending on circumstantial factors, but the B and AB versions are usually a lot less safe (though the A version might be just as bad).
This attack has two uses. The first is to do chip damage, and that can only work if they block and don't jump-- all versions of the move telegraph, so this is challenging. The second use is possibly go over a ground-traveling fireball to get in some free damage, but most characters with those can simply AB you if they block this for a free punish. chart for 6SS
The main counter to Splash Fount is to jump forward, although at a distance, most characters usually can't hurt you just from that. It will indeed hit people in the air, but only for minute damage, thereafter giving either a knockdown and reset, or a block and punish.
No matter what don't let them read this move, or you will be in a world of pain. Ultimately this attack is a threat to put pressure on foes when they can't survive the chip, making them more jumpy. Be aware this telegraphs and is deflectable.
|
|
236S
Trislash 236S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
40
|
-
|
28
|
KD
|
KD
|
-15
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
KD
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
46
|
-
|
30
|
KD
|
KD
|
-17
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
45
|
-
|
34
|
KD
|
KD
|
-21
|
A large, high-startup projectile that can be subsequently held for a controlled, but not unlimited amount of time. The type of slash used will determine how fast/far the triangle goes once you release it, since it seems to travel for a fixed period of time or until blocked.
These triangles are a nice mini-game that Charlotte has. When released at the right moment, you can thwart jumping, dashing and rolling, but this is mainly just a zoning game and it can't begin at anything less than long range. Once she's far enough to charge her triangles, the use of them is normally pretty safe. If you detect impatience, trislashing might get some risk-free damage, especially since you can chain 8BC when they are knocked out of a jump-- only floaty jumpers have an easy time getting over triangles. The time not to use this is when you need actual pressure.
|
|
214S
Bayonette Lunge 214S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
19
|
Mid
|
-
|
21-31f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
23
|
9
|
16
|
KD
|
KD
|
-18
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
19
|
Mid
|
-
|
23-37f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
29
|
7
|
19
|
KD
|
KD
|
-19
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
19
|
Mid
|
-
|
31-45f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
35
|
9
|
21
|
KD
|
KD
|
-21
|
This is a very wide attack with nice damage (same amount for all versions). 214+AB in particular reaches nearly all the way across the screen, though that version's usefulness is severely limited by the startup. It may seem like a super-poke, but there is a bit more to this move than her other normals.
Keep in mind that all your rolls and recoils can be cancelled into a 214+A to some effect. Not only will a backroll cancel into this be safe much of the time, it will give yet more of a hard time to jumping players. This is undoubtedly one of Charlotte's best attacks. Even without the cancels, this attack (the A version) is just good, to the point where it may work to throw it out in sequence or with very little regard to sportsmanship.
Be very aware of projectiles when using this, as you will get hit if you try to lance them. Jubei and Zankuro can also use their catch counters and punish you on reaction if you don't pick your attacks well.
|
|
236C
Lion Lance 236C (Unarmed OK)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
20
|
Low
|
-
|
1-28f Throw invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
18
|
11
|
31
|
KD
|
KD
|
-32
|
Despite the name, this is simply another slide kick. The difference here is that after connecting, the target is thrown toward the other side of the screen and takes about twice as much damage. Why is this useful? Mainly because you can roll cancel into it and cover some respectable distances. It also becomes one of Charlotte's main damage sources if she is disarmed, and can feasibly mix up when she's in range for an overhead. It's not something that should be done excessively though as Lion Lance is pretty easy to avoid.
|
|
Weapon Flipping Technique
Crystal Rose 236CD
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
30
|
Mid
|
-
|
1-16f Upper body invuln
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
4
|
37
|
KD
|
KD
|
-34
|
This super is slightly above average. Its hitbox is sizable and can sometimes catch them in the air, and it thankfully catches on hit so it cannot be exploded out of. The recovery on block and whiff is naturally long, so expect to get punished if it doesn't connect. It's best just to wait for a chance to chain close B into it.
One thing that isn't noted in the frame data is that the entire animation, even on whiff, is projectile invincible. Show those Genjuro players eager to nail you with a card bounce what's for.
|
|
Combos
Normal
- (n.5A or n.2A) xx 623A
- (n.5B or n.2B) ...
- ... xx 623AB
- ... xx 236CD
- ... xx 236C
- 236S 8BC
- 66C 2BC
- 5BC 623A
- 6C xx 8BC
- 3C 2BC
Time Slow
Strategy
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
5 |
11 |
4 |
25 |
1~4(4) |
5~8(4) |
-4 |
-4 |
-6 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
11 |
13 |
6 |
30 |
1~5(5) |
6~12(7) |
+1 |
+9 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
27 |
14 |
12 |
58 |
1~11(11) |
17(1) |
-4 |
+6 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
5 |
9 |
6 |
26 |
1~4(4) |
- |
+1 |
+9 |
-6 |
Mid |
Medium attack, Deflectable(weak)
|
2B |
10 |
12 |
7 |
27 |
1~9(9) |
- |
+3 |
+11 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
25 |
17 |
13 |
55 |
x |
- |
-1 |
+9 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.5A |
5 |
8 |
6 |
17 |
1~4(4) / 8~17(10) |
- |
+1 |
+1 |
-4 |
Mid |
Weak attack, Deflectable(weak)
|
n.5B |
8 |
12 |
6 |
31 |
12~31(20) |
6~11(6) |
-1 |
+7 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
27 |
20 |
10 |
59 |
1~11(11) |
- |
-2 |
+8 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
8 |
6 |
17 |
1~4(4) / 8~17(10) |
- |
+1 |
+1 |
-4 |
Mid |
Weak attack, Deflectable(weak)
|
n.2B |
7 |
10 |
10 |
29 |
10~29(20) |
- |
-1 |
+7 |
-13 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
25 |
12 |
7 |
51 |
1~5(5) |
- |
-2 |
+8 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
5C |
7 |
7 |
16 |
32 |
1~6(6) |
- |
-7 |
+1 |
-20 |
Mid |
Medium attack 7-24f feet invincible
|
6C |
6 |
13 |
18 |
38 |
13~30(18) |
- |
KD |
KD |
-20 |
Low |
Knockdown attack
|
2C |
2 |
7 |
7 |
20 |
1~6(6) / 14~17(4) |
- |
-3 |
-3 |
-8 |
Low |
Weak attack
|
3C |
7 |
7 |
12 |
37 |
x |
- |
KD |
KD |
-25 |
Low |
Knockdown attack
|
j.A |
5 |
8 |
11 |
25 |
x |
- |
-- |
-- |
-- |
High |
Weak attack, Deflectable(weak)
|
j.B |
10 |
10 |
8 |
27 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
23 |
13 |
2 |
26 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(heavy)
|
j.C |
4 |
8 |
12 |
28 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
5BC |
13 |
20 |
4 |
34 |
x |
- |
+9 |
+17 |
-8 |
High |
Medium attack, Deflectable(med)
|
u.5BC |
6 |
24 |
3 |
40 |
x |
- |
KD |
KD |
-10 |
High |
Medium attack Knockdown attack
|
66A |
10 |
10 |
2 |
39 |
1~9(9) |
- |
-11 |
-3 |
-24 |
Mid |
Medium attack
|
66B |
11 |
20 |
4 |
34 |
x |
- |
KD |
KD |
-9 |
High |
Medium attack, Deflectable(heavy) Knockdown attack
|
66AB |
5, 11 |
5 |
4 |
39 |
1~2(2) |
- |
KD |
KD |
-22 |
Mid |
Weak attack Knockdown attack
|
66C |
8 |
9 |
12 |
39 |
x |
- |
KD |
KD |
-25 |
Low |
Knockdown attack
|
u.5S |
3 |
6 |
12 |
24 |
1~3(3) |
- |
+0 |
+8 |
-13 |
Mid |
Medium attack
|
u.2S |
3 |
5 |
6 |
16 |
1~2(2) |
- |
-1 |
-1 |
-6 |
Mid |
Weak attack
|
ju.S |
4 |
5 |
16 |
24 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
u.66S |
8 |
10 |
2 |
39 |
1~6(6) |
- |
KD |
KD |
-24 |
Mid |
Knockdown attack
|
u.66C |
16, 16 |
13 |
5 |
56 |
1~2(2) |
- |
KD |
KD |
-33 |
High |
Weak attack Knockdown attack
|
2BC |
5 |
14 |
5 |
41 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
3 |
19 |
3 |
34 |
x |
- |
-- |
-- |
-- |
Mid |
|
8BC |
12 |
40 |
5 |
88 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
8 |
39 |
33 |
77 |
x |
- |
-- |
-- |
-- |
Mid |
|
Power Gradation - 623A |
10 |
6 |
15 |
58 |
x |
- |
KD |
KD |
-44 |
Mid |
Knockdown attack 6-11f throw invincible 19 damage when antiair
|
Power Gradation - 623B |
15 |
11 |
19 |
91 |
x |
- |
KD |
KD |
-72 |
Mid |
Knockdown attack 11-16f throw invincible 21 damage when antiair
|
Power Gradation - 623AB |
20 |
14 |
25 |
116 |
x |
- |
KD |
KD |
-95 |
Mid |
Knockdown attack 1-17f throw invincible 22 damage when antiair
|
Splash Fount - 6A 6A |
2xn, 12 |
27 |
1 |
76 |
x |
- |
KD |
KD |
-24 |
Mid |
Weak attack, Deflectable(weak) Knockdown attack 27-47f throw invincible
|
Splash Fount - 6B 6B |
2xn, 15 |
30 |
1 |
86 |
x |
- |
KD |
KD |
-37 |
Mid |
Weak attack, Deflectable(med) Knockdown attack 30-52f throw invincible
|
Splash Fount - 6AB 6AB |
2xn, 15 |
34 |
1 |
98 |
x |
- |
KD |
KD |
-37 |
Mid |
Weak attack, Deflectable(heavy) Knockdown attack 34-59f throw invincible
|
Trislash - 236A |
10 |
40 |
x |
67 |
x |
- |
KD |
KD |
-15 |
Mid |
Knockdown attack
|
Trislash - 236B |
10 |
46 |
x |
75 |
x |
- |
KD |
KD |
-17 |
Mid |
Knockdown attack
|
Trislash - 236AB |
10 |
45 |
x |
78 |
x |
- |
KD |
KD |
-21 |
Mid |
Knockdown attack
|
Bayonette Lunge - 214A |
19 |
23 |
9 |
47 |
x |
- |
KD |
KD |
-18 |
Mid |
Knockdown attack 21-31f throw invincible
|
Bayonette Lunge - 214B |
19 |
29 |
7 |
54 |
x |
- |
KD |
KD |
-19 |
Mid |
Knockdown attack 23-37f throw invincible
|
Bayonette Lunge - 214AB |
19 |
35 |
9 |
66 |
x |
- |
KD |
KD |
-25 |
Mid |
Knockdown attack 31-45f throw invincible
|
Lion Lance - 236C |
20 |
18 |
11 |
59 |
x |
- |
KD |
KD |
-32 |
Low |
Knockdown attack 1-28f throw invincible
|
Crystal Rose - 236CD |
30 |
17 |
4 |
57 |
x |
- |
KD |
KD |
-34 |
Mid |
Knockdown attack 1-16f upper body invincible
|