Samurai Shodown/Charlotte

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SamSho Charlotte Profile.png
Charlotte
シャルロット, Sharurotto
  • 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
SS Charlotte Icon.png Charlotte is a poking master who also sports great zoning tools and aggressive, high-damage short jump pressure. Sacrebleu!
Strengths Weaknesses
  • 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.
  • 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.

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
SS Charlotte 5A.png
SS Charlotte 5A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 10 4 11 24 -2 -5 5 No Yes Yes No

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.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
SS Charlotte 5B.png
SS Charlotte 5B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 13 5 19 36 -3 -12 10 No Yes Yes No

Similar to 5A, but with slightly more range, damage and recovery. It's -7F on block while the opponent is disarmed.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS Charlotte 5C.png
SS Charlotte 5C hitbox.png
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
120,80 Mid 14,18 7 (1) 4 33 58 -9 -28 25 No Yes Disarm No

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.
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SS Charlotte 2A.png
SS Charlotte 2A hitbox.png
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 No Yes Yes No

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.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
SS Charlotte 2B.png
SS Charlotte 2B hitbox.png
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 No

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.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
SS Charlotte 2C.png
SS Charlotte 2C hitbox.png
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 -28 25 No Yes Disarm No

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.

Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5A
n.5A
SS Charlotte n5A.png
SS Charlotte n5A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 4 8 17 +1 -2 5 Yes No Yes No

A quick jab, nothing special. Can be used for tick grabs.

Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS Charlotte n5B.png
SS Charlotte n5B hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS Charlotte n5C.png
SS Charlotte n5C hitbox.png
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 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.

Toggle Hitboxes
Toggle Hitboxes
n.2A
n.2A
SS Charlotte n2A.png
SS Charlotte n2A hitbox.png
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 Yes No

Similar to n.5A, slightly slower but also better on block.

Toggle Hitboxes
Toggle Hitboxes
n.2B
n.2B
SS Charlotte n2B.png
SS Charlotte n2B hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS Charlotte 5D.png
SS Charlotte 5D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 9 9 24 -5~+3 -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.

  • Airborne 5~18F
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SS Charlotte 6D.png
SS Charlotte 6D hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
2D
2D
SS Charlotte 2D.png
SS Charlotte 2D hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS Charlotte 3D.png
SS Charlotte 3D hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS Charlotte 66A.png
SS Charlotte 66A hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
66B
66B
SS Charlotte 66B.png
SS Charlotte 66B hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
66C
66C
SS Charlotte 66C.png
SS Charlotte 66C hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
66D
66D
SS Charlotte 66D.png
SS Charlotte 66D hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS Charlotte jA.png
SS Charlotte jA hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
SS Charlotte jB.png
SS Charlotte jB hitbox.png
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
SS Charlotte jC.png
SS Charlotte jC hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SS Charlotte jD.png
SS Charlotte jD hitbox.png
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
SS Charlotte u5S.png
SS Charlotte u5S hitbox.png
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
SS Charlotte u2S.png
SS Charlotte u2S hitbox.png
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

Crouching punch.

Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS Charlotte juS.png
SS Charlotte juS hitbox.png
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
SS Charlotte u66S.png
SS Charlotte u66S hitbox.png
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
SS Charlotte u66D.png
SS Charlotte u66D hitbox.png
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
SS Charlotte 6CD.png
Forward Throw
Forward Throw
SS Charlotte 4CD.png
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
SS Charlotte 5BC.png
SS Charlotte 5BC hitbox.png
Armed
Armed
SS Charlotte u5BC.png
SS Charlotte u5BC hitbox.png
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
SS Charlotte 5AB.png
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
SS Charlotte gAB.png
SS Charlotte gAB hitbox.png
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

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Charlotte 236AB.png
SS Charlotte 236AB hitbox.png
Counter
Counter
SS Charlotte u236AB.png
SS Charlotte u236AB hitbox.png
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
SS Charlotte 5ABC.png
SS Charlotte 5ABC hitbox.png
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
SS Charlotte Issen.png
SS Charlotte Issen hitbox.png
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
SS Charlotte 623S.png
SS Charlotte 623S hitbox.png
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)
SS Charlotte 6SSSS.png
SS Charlotte 6SSSS hitbox.png
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
SS Charlotte 236S.png
SS Charlotte 236S hitbox.png
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
SS Charlotte 214S.png
SS Charlotte 214A hitbox.png
Top to bottom: 23~24F, 25~28F, 29~32F
SS Charlotte 214B hitbox.png
Top to bottom: 30~31F, 32~33F, 34~36F
SS Charlotte 214C hitbox.png
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
SS Charlotte 236D.png
SS Charlotte 236D hitbox.png
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
SS Charlotte WFT.png
SS Charlotte WFT hitbox.png
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
SS Charlotte 641236CD.png
SS Charlotte 641236CD hitbox.png
SS Charlotte SSM.png
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

SS Charlotte 1.png
SS Charlotte 2.png
SS Charlotte 3.png
SS Charlotte 4.png

3D Retro Costume

SS Charlotte Retro 1.png
SS Charlotte Retro 2.png
SS Charlotte Retro 3.png
SS Charlotte Retro 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora