GBVS/Charlotta: Difference between revisions

From Dustloop Wiki
No edit summary
 
(61 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{MFlag|update}}
{{GBVS/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
| overview = Charlotta is a rushdown style character who excels at applying pressure at close range using various advancing attacks and movement, while using her small stature to nimbly dodge opponent's offense and keep hers going.
|header=Overview
| lore = A Harvin knight who serves as captain of the Lumiel Order of Holy Knights.
|content=Charlotta is a rushdown character who excels at applying pressure at close range using various advancing attacks with high damage to boot. Her quick jumps are both strong in offense and defense, allowing her to overwhelm the opponent and get out of situations nimbly. These strengths make Charlotta excellent at capitalizing off the smallest mistakes and snowball her opponents at a moment’s notice.
Strict with herself, but kind to others, she's earned the trust of all her comrades and possesses superlative martial skills. But she also has a childish side, evidenced by her love of the Little Skyfarer's Lunch, a famed kid's meal popular throughout the skydoms.<br>
}}
With gusto she swings the Claíomh Solais—a shining blade nearly the same size as its wielder—easily felling monsters that are ten times her size.
{{GBVS/Infobox}}
| quote = I shall show you why I  was chosen to be captain of the Lumiel Order of Holy Knights!
{{ProsAndCons
| voice_actor = English: Cristina Vee/Japanese: Kaori Nazuka
|intro=is a rushdown character with plenty of tools to pressure the opponent at close range.
| summary = is a rushdown character with plenty of tools to pressure opponent at close range.
| pros =  
| pros =  
* Monstrous corner okizeme (mix-up) through [[GBVS/Charlotta#Noble Strategy|Noble Strategy]].
*'''Above average damage:''' With a lot of corner carry, the ability to use two specials in one combo even midscreen, and an easier time achieving successful jump-ins, Charlotta’s damage output is generally higher compared to the rest of the cast.
* [[GBVS/Charlotta#Sword of Lumiel|Medium Sword of Lumiel]] pressure forces the opponent to stay where they are and is an incredible combo tool.
*'''Strong pressure and okizeme:''' She has many ways to pressure and stay in thanks to advancing normals and specials such as [[GBVS/Charlotta#Sword of Lumiel|Sword of Lumiel]]. On knockdowns, her [[GBVS/Charlotta#Noble Strategy|Noble Strategy]] brings a variety of ways to mix and open your opponent up which gets especially dangerous in the corner.
*  Wide attack ranges and advancing normals.
*'''Awkward to fight:''' Her fast jumps and burst range forces your opponent to play patient and react quick or get snowballed in a matter of seconds. Additionally, her reversals and supers can be awkward to punish. She also has a tendency to fall out of combos that would work on most others in the cast thanks to her fall speed.  
[[GBVS/Charlotta#Holy Ladder|Holy Ladder]] is both difficult to punish and a strong option for ending combos in addition to be a nice reversal option.
*'''Good jumps:''' Her fast fall speed means anti airing Charlotta is harder than most. The shorter jump-arc also makes her cross-up game stronger. Characters who can’t rely on anti airing with a reversal can get overwhelmed quick, especially once you bring her [[GBVS/Charlotta#Noble Strategy|Noble Strategy]] into the mix.
*  Several advancing special moves which can make Charlotta difficult to shake off once she has gotten in.
 
* Falls faster than most character when jumping, which aids her air-ground mixup.
*  Mad cute.
| cons =  
| cons =  
* Can still be knocked out at low health on successful parry from her unique.
*'''Somewhat stubby normals:''' Most other characters have pokes that outrange Charlotta’s pokes, with the exception of her {{clr|3|f.H}} which is too slow to be reliably used in neutral.
* Slower-than-average reversal/anti-air options.
*'''Slower reversal:''' [[GBVS/Charlotta#Holy Ladder|Holy Ladder]] is one of the few slower, non-metered reversals in the game. It is susceptible to being low-profiled and as a result allows other characters to pressure her easier, especially those who can play around both weaknesses.  
* Somewhat stubby normals
*'''Struggles vs zoning:''' Since she has no fireball of her own, she has trouble dealing with projectiles in general.
* Shorter jump arc than other characters. While good for Charlotta's cross-up, she has to use ground movement or Noble Strategy if she wants to approach quickly from distance.
*'''Awkward anti-airs:''' Her {{clr|3|2H}} is very slow. This means she often has to rely on other tools to anti air like [[GBVS/Charlotta#Holy Ladder|Holy Ladder]] or {{clr|4|5U}} which generally net her less reward, or use {{clr|3|c.H}} which is a proximity normal that only triggers if the opponent is close enough.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|c.L}}</big>===
===<big>{{clr|1|c.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.L
<tabber>
|description=
Images =
Charlotta’s fastest button and standard pressure tool.
<gallery widths="210px" heights="210px" mode="nolines">
*Combos and frame-traps into itself, {{clr|1|2L}}, {{clr|1|f.L}}, and {{clr|2|c.M}}.
GBVS_Charlotta_cL.png|"Put up your dukes!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_cL_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Strong pressure option that both frame-traps with and combos into itself, {{clr|1|2L}}, {{clr|1|f.L}}, and {{clr|2|c.M}}.
{{CloseCard}}


===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.M
<tabber>
|description=
Images =
Good to keep yourself close to the opponent as it is an advancing normal and has a large activation range. Only real downside is that it’s -4 on block so it’s not recommended for pressure resets.
<gallery widths="210px" heights="210px" mode="nolines">
*As fast as her {{clr|1|2L}} or {{clr|1|f.L}}.
GBVS_Charlotta_cM.png|
*Advancing, so Charlotta can do two lights on hit or block with run momentum and still connect a {{clr|2|c.M}} afterwards allowing her to continue her pressure up close and follow up with {{MMC|chara=Charlotta|input=214H|label=Sword of Lumiel 214X}}.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_cM_Hitbox1.png|Frame 6
GBVS_Charlotta_cM_Hitbox2.png|Frame 7~8
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
Self-advancing normal that is often used to continue pressure because it has a large activation range, is as fast as her other fastest normals besides {{clr|1|c.L}}, and catches rolls and often jumps.
{{CloseCard}}
===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.H
<tabber>
|description=
Images =
Her highest damage grounded punish starter.
<gallery widths="210px" heights="210px" mode="nolines">
*Situational anti air due to being quicker than {{clr|3|2H}}. The hitbox however does not extend behind her, meaning it tends to miss vs cross-up jumps.
GBVS_Charlotta_cH.png|
*Active for 6 frames means it can be made plus if it hits meaty.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_cH_Hitbox1.png|Frame 9~10
GBVS_Charlotta_cH_Hitbox2.png|Frame 11~12
GBVS_Charlotta_cH_Hitbox3.png|Frame 13~14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Situational use as an anti-air, otherwise useful as her highest damage grounded punish starter.
{{CloseCard}}


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.XX,c.XXX
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Charlotta_cXX.png |
|description=
GBVS_Charlotta_cXXX.png |
Standard autocombo, generally here to give you time to confirm your hits or just as combo filler. For Charlotta specifically it helps you charge your {{MMC|chara=Charlotta|input=[4]6L|label=Shining Onslaught [4]6X}} or {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}} in the middle of combos.
GBVS-Charlotta5AAA.gif | Example using {{clr|1|5L}} string.
*Can be used for corner carry especially in tandem with {{MMC|chara=Charlotta|input=214H|label=Sword of Lumiel 214X}}.
</gallery>
*See’s occasional use after hitting close normals at max range to ensure you’re close enough to the opponent so that {{clr|3|214H}} > {{clr|2|f.M}} still connects.
</div>
 
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}


===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.L
<tabber>
|description=
Images =
A standard far reaching light. Main usage is confirming after hitting your opponent with one or two {{clr|1|2L}}, and sometimes for punishes where {{clr|2|f.M}} is too slow.
<gallery widths="210px" heights="210px" mode="nolines">
*Combos into from {{clr|2|214M}} on crouching opponents.
GBVS_Charlotta_fL.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_fL_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Can be used to confirm {{clr|1|2L}} hitting someone low when it pushes you out of range of another {{clr|1|2L}} as it combos into [4]{{clr|3|6H}}.  Also valuable as a crouch confirm combo option after {{clr|2|214M}}.
{{CloseCard}}


===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.M
<tabber>
|description=
Images =
A strong far reaching normal thanks to its quick startup and nice reach.
<gallery widths="210px" heights="210px" mode="nolines">
*Your go to combo extender in many situations such as after {{clr|3|214H}}, or far reaching wallbounces.
GBVS_Charlotta_fM.png|It is perpetual, it keeps the Sky Realm clean.
*Useful for maintaining pressure and forcing respect after {{clr|2|214M}} on block.
</gallery>
*Combos into from {{clr|1|2L}} on crouching opponents.
|-|
 
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_fM_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Useful for maintaining pressure and forcing respect after {{clr|2|214M}} on the opponent's block.  Also very valuable as combo filler when linked into from {{clr|3|214H}}.  Can now be comboed into from 2L on crouching opponents.
{{CloseCard}}


===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.H
<tabber>
|description=
Images =
One of the farthest reaching far normals in the game. Though with long startup it needs to be used sparingly. Main purpose is to counter-poke slower buttons or when your opponent misjudges your range and gets too comfortable at a distance.
<gallery widths="210px" heights="210px" mode="nolines">
*Higher [[GBVS/Attack_Attributes#Clash|Clash]] Level than most other {{clr|3|f.H's}}, meaning it crushes them outright instead of clashing which helps in its usage as a counter-poke.
GBVS_Charlotta_fH.png|
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_fH_Hitbox1.png|Frame 24~26
GBVS_Charlotta_fH_Hitbox2.png|Frame 27~29
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
Has larger range than it looks because it moves Charlotta forward. It's useful for counter-poking particularly because it has a higher Attack Level than most other f.Hs in the game with the exception of Vaseraga's, meaning it crushes them outright instead of clashing.
{{CloseCard}}
===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2L
<tabber>
|description=
Images =
{{clr|1|2L}} is Charlotta's traditional low option. It has a good range for a {{clr|1|2L}}, and thanks to the range of her {{clr|2|c.M}} sees a lot of usages in her pressure game.
<gallery widths="210px" heights="210px" mode="nolines">
*Combos into {{clr|1|f.L}} and {{clr|2|c.M}} on standing hit, {{clr|2|f.M}} on crouching hit
GBVS_Charlotta_2L.png |Have you business with me? The way yonder's all blocked up you see. By this god-awful statue.
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_2L_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
{{clr|1|2L}} is Charlotta's traditional low option.  It has a decent amount of range for a {{clr|1|2L}}.  Links into f.L on standing hit and f.M on crouching hit.
{{CloseCard}}


===<big>{{clr|2|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2M
<tabber>
|description=
Images =
{{clr|2|2M}} is a bit slower than her {{clr|2|f.M}}, but since it is an advancing normal that is very active and -2 on block at worst it can be a good pressure tool.
<gallery widths="210px" heights="210px" mode="nolines">
*Combos into {{clr|1|f.L}} and {{clr|2|c.M}} on standing counterhit, and {{clr|2|f.M}} on crouching counterhit.
GBVS_Charlotta_2M.png|
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_2M_Hitbox1.png|Frame 9
GBVS_Charlotta_2M_Hitbox2.png|Frame 10~13
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
{{clr|2|2M}} sees a lot of use in pressure, since it is a self-advancing normal that is very safe on block while only having one more frame of startup than {{clr|2|f.M}} has.
{{CloseCard}}


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images =
A slow anti air that sees occasional uses if you are ready for your opponents jump or if your {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}} is on cooldown. Reaches a bit behind her head unlike her {{clr|3|c.H}}. Can be used to catch extended buttons when {{clr|3|f.H}} is too slow. Does more damage and moves Charlotta forward slightly when charged.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_2H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_2H_Hitbox1.png|Frame 14~16
GBVS_Charlotta_2H_Hitbox2.png|Frame 17~19
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
{{clr|3|2H}} is decent for catching extended buttons when {{clr|3|f.H}} is too slow. Does more damage and moves Charlotta forward slightly when charged.
{{CloseCard}}
===<big>{{clr|4|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2U
<tabber>
|description=
Images =
{{clr|4|2U}} is an advancing sweep that gives a hard knockdown. It is unsafe on block so make sure you special cancel this if the opponent blocks it. An easy cancel is {{clr|3|214H}} as it will combo if the sweep hits, and leave you plus if it is blocked, allowing you to extend your pressure.
<gallery widths="210px" heights="210px" mode="nolines">
*Her farthest reaching low button.
GBVS_Charlotta_2U.png|
*Good for picking up wallbounces from further away as it moves you closer to the opponent unlike {{clr|2|f.M}}, which is necessary if you’re trying to end your combo with {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}}.
</gallery>
 
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_2U_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Self-advancing sweep. Gives you a hard knockdown but you can't link into it without a counterhit or a launch.
{{CloseCard}}


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.L
<tabber>
|description=
Images =
A normal jump light.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jL.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jL_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
Can very occasionally hit cross-up.
{{CloseCard}}
===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.M
<tabber>
|description=
Images =
Charlotta's established cross-up jump normal. Since her jump-arc works very well for cross-ups, it is a valuable tool in her kit.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jM.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jM_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
Charlotta's established cross-up jump normal.
{{CloseCard}}
===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
Charlotta's go to jump normal. Has a nice range and speed.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jH.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jH_Hitbox1.png|Frame 8~10
GBVS_Charlotta_jH_Hitbox2.png|Frame 11~13
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
Can occasionally hit cross-up.
{{CloseCard}}
===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.U
<tabber>
|description=
Images =
Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents once, but it will whiff against all crouchers. The tall characters in the cast can get hit twice by it while standing which is a strong double overhead option that can catch people off-guard, but is generally hard to land properly without a knockdown/setup.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jU.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_jU_Hitbox1.png|Frame 6~8
GBVS_Charlotta_jU_Hitbox2.png|Frame 13~15
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents (tall opponents can even be hit by both hits), but it will whiff against all crouchers.
{{CloseCard}}


==Unique Action==
==Unique Action==
===<big>Königsschild</big>===
===<big>Königsschild</big>===
<span class="input-badge">'''{{clr|4|5U}}'''</span>
{{InputBadge|{{clr|4|5U}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Charlotta_5U.png |Ever wanted to play Linne and Hakumen at the same time?
{{clr|4|5U}} consists of two parts, a Parry and a Counter that automatically follows up if the opponent is close enough.
GBVS_Charlotta_5UAttack.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====


{{clr|4|5U}} has two parts, the Parry and the Counter:
'''Parry:''' Parries all moves on frames 6-23 except for throws, (Super) Skybound Arts or OD activation, and reduces the incoming damage by 50%. The damage ''is'' affected by [[GBVS/Damage#Guts|Guts]], but is ''not'' considered [[GBVS/Damage#Chip_Damage|chip damage]] so if you don't have enough HP to take the attack you will still die.


* '''Parry:''' Parries all moves on frames 6-23 except for throws and (Super) Skybound Arts, and reduces the incoming damage by 50%. The damage ''is'' affected by [[GBVS/Damage#Guts|Guts]], but is ''not'' considered [[GBVS/Damage#Chip_Damage|chip damage]] so if you don't have enough HP to take the attack you will still die. Even if the Counter does not come out on a successful parry, Charlotta is still invulnerable for the rest of the duration and +39 as the opponent is staggered.
'''Counter:''' If the opponent is close enough when their move is parried, a Counter slash automatically activates for 1500 damage, a side switch, and a hard knockdown. If your opponent is out of range for the Counter to activate, they get staggered leaving you slightly plus but only when using moves with strike property. Parried projectiles at a distance will not affect your opponent.
* '''Counter:''' If the opponent is close enough when their move is parried, a Counter slash automatically activates for damage, a side switch, and a hard knockdown. If the opponent had a normal move parried, they cannot cancel it with anything to retaliate.
*Fairly reliable anti-air, as it is fast and will trigger even against jump normals from far above or behind you.
*Do not bother using it vs fireballs at a distance where the Counter doesn’t trigger, since you’re just taking unnecessary damage and can still be punished afterwards.
*With 6 frames of startup it is slower than {{clr|1|c.L}}, so not recommended to prioritize when you need something to mash out of pressure. However, it can still find use in certain pressure strings where you’re too far away from your opponent for close normals to trigger or vs setplay specials such as {{Character Label|GBVS|Zooey|label=Zooey’s}} {{MMC|chara=Zooey|input=236H|label=Sweeping Beam}}.


{{clr|4|5U}} is a fairly reliable anti-air option, as it will trigger even against jump normals from far above you.  However, its horizontal activation range is poor.  Regardless, the move can still be used to counter fireballs, as they will activate the Counter If you're close enough.
}}
 
<br style="clear:both;"/>
 
{{CloseCard}}


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=LU
<tabber>
|description=
Images =
*Forward: Launches the opponent very far for a lot of corner carry. Allows for proper meaties afterwards.
<gallery widths="210px" heights="210px" mode="nolines">
*Backward: Leaves opponent directly behind you.
GBVS_Charlotta_Throw.png |neutral/forward
 
GBVS_Charlotta_BackThrow.png |back
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_Throw_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.LU
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_AirThrow.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_AirThrow_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=MH
<tabber>
|description=
Images =
Advancing, so its reach can catch people off guard.
<gallery widths="210px" heights="210px" mode="nolines">
*On counterhit, {{clr|3|c.H}} into her SSBA {{MMC|chara=Charlotta|input=236236U|label=Noble Execution {{clr|4|236236U}}}} barely doesn't reach and requires either 1 autocombo after the {{clr|3|c.H}} or a microwalk before it for 170 damage more (The difference isn't worth the risk of messing it up).
GBVS_Charlotta_OverheadAttack.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_UOH_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
Self-advancing
{{CloseCard}}


==Special Moves==
==Special Moves==
===<big>Shining Onslaught</big>===
===<big>Shining Onslaught</big>===
{{Micon|6}} <span class="input-badge">'''[4]6X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|6}} {{InputBadge|[4]6X}} or {{InputBadge|6S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=[4]6L,[4]6M,[4]6H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
*Takes 30 frames to charge.
GBVS_Charlotta_ShiningOnslaught.png |"Blanka Ball" (but actually Sumo Headbutt)
A fast and advancing charge move that bounces off the opponent on hit or block. Charlotta’s go to special cancel to confirm hits from her pokes. Thanks to the fast nature of Shining Onslaught your opponents will be forced to play around the move, meaning they will either take it slow, position themselves at a distance where they can safely react to it, or risk getting hit by it. Though once it’s on cooldown that threat is gone and Charlotta loses the ability to confirm most of her pokes without spending meter, making her neutral a lot less threatening. Additionally, very fast on whiff.
</gallery>
 
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_46X_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6L" or input="[4]6M" or input="[4]6H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Advancing move. Performs a rolling attack which causes a knockback animation if the move is hit or blocked. Very fast on whiff which can let her sneak in.
----
----
;L Ball
;{{clr|1|[4]6L}}
* Shortest travel distance and safe on block.
*Short travel distance.
* Leaves standing on hit.
*Safe on block.
*Leaves standing on hit.
*+4 on counterhit (crouching counterhit will combo into {{clr|1|c.L}} in the corner)
*Doesn't bounce her as high after hitting the opponent, meaning it avoids Cagliostro's {{MMC|chara=Cagliostro|input=j.236H|label=Air Mehen}} unlike the other two versions.
 
It’s 0 on hit, but since you’re usually more ready for it than your opponent it’s often still your turn afterwards.
----
----
;M Ball
;{{clr|2|[4]6M}}
* Longer travel distance.
*Long travel distance, but slower startup.
* Knocks down on hit, and wallbounces on counterhit.  
*Knocks down on hit, and wallbounces on counterhit.
In exchange, it's punishable on block but can be hard to punish on block if spaced properly.
*Punishable on block by most of the cast. Some can always punish, for others it’s spacing dependent, while a few can’t punish it at all unless they block it in the corner.
----
----
;H Ball
;{{clr|3|[4]6H}}
* Best of both worlds.
*Long travel distance.
Same range/damage as M, but now with faster startup than L and safe on block. Wallbounces, allowing for combo extensions.
*Safe on block.
{{CloseCard}}
*Gives a hard knockdown and wallbounces.
*Confirms from all your pokes at most ranges.
The version you usually want to confirm into, as landing it means you are now in and can start pressuring your opponent from up-close.
}}


===<big>Holy Ladder</big>===
===<big>Holy Ladder</big>===
{{Micon|5}} <span class="input-badge">'''[2]8X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|5}} {{InputBadge|[2]8X}} or {{InputBadge|5S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=[2]8L,[2]8M,[2]8H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Charlotta’s invincible reversal and another charging move in her kit. A rising attack that comes back down with another attack. With 11 frames of startup it is one of the few slower reversals in the game, but on the positive side it’s harder to punish than most others as it pushes your opponent out and is only -7 or -8 if crouch blocked (higher if stand blocked) meaning your punishment for using it on block tends to be lower than average. Bigger punishes are possible, however easier to mess up.
GBVS_Charlotta_HolyLadder.png |Tall + Proud = "Flash Kick" (but actually Sumo Smash)
*Good anti air option. Easy input can be used for reaction anti airs when you weren’t charging it beforehand.
</gallery>
*Good combo ender. Especially {{clr|3|[2]8H}} as it takes a while to finish allowing your cooldowns to come back. It also leads to easy safejumps afterwards to keep your offense going.
|-|
*Technical input launches the opponent less which means hitting {{clr|3|[2]8H}} allows for cross-up safejumps, making it very strong when landing it while you’re cornered.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_28X_Hitbox1.png |Frame 11~12 <br> {{clr|H|[2]8H}} is invulnerable
GBVS_Charlotta_28X_Hitbox2.png |{{clr|L|[2]8L}}: Frame 13~14 <br> {{clr|M|[2]8M}}/{{clr|H|H}}: Frame 13~18 <br> {{clr|H|[2]8H}} is invulnerable
GBVS_Charlotta_28X_Hitbox3.png |{{clr|L|[2]8L}}: Frame 27~33 <br> {{clr|M|[2]8M}}: Frame 37~45 <br> {{clr|H|[2]8H}}: Frame 31~39
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[2]8L" or input="[2]8M" or input="[2]8H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====


Invulnerable rising attack that comes back down with a slash attack.
The startup frames can't be blocked midair, so it's useful as an anti-air option.
Pushes whole roster out of proximity range on L DP if not in corner so can be awkward for people to punish and is a tight timing to punish. L DP is -10 if stand blocked and M DP is -9 if stand blocked.
Can also be used as a strong combo ender after anti-airs, [4]{{clr|3|6H}} wallbounces, and {{clr|3|214H}} juggle when Skybound Art isn't available but be wary of not having it off cooldown when you need it.
All versions can link into {{clr|2|c.M}} for combos if rising part whiffs and falling part counterhits on ground. Can situationally link into {{clr|1|c.L}}/{{clr|2|c.M}} juggle if rising part counterhits in air and falling part whiffs.
{{CloseCard}}
===<big>Sword of Lumiel</big>===
===<big>Sword of Lumiel</big>===
{{Micon|10}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214L,214M,214H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent. Good combo and pressure tool. Does nice chip damage too.
GBVS_Charlotta_SwordOfLumiel.png| "Hundred Hand Slap" (but actually Hundred Hand Slap)
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_214X_Hitbox1.png|
GBVS_Charlotta_214X_Hitbox2.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent.
----
----
;L Version
;{{clr|1|214L}}
* Hits 3 times.
*Hits 3 times.
* Slightly minus on block.
*Slightly minus on block.
Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform {{clr|2|c.M}}.
Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform {{clr|2|c.M}}. Doesn’t lead to much even on hit and doesn’t see much use in general but can trip up opponents who aren’t ready for it, especially those with slower than average normals like {{Character Label|GBVS|Ferry|label=Ferry}} or {{Character Label|GBVS|Metera|label=Metera}}.
----
----
;M Version
;{{clr|2|214M}}
* Hits 5 times.
*Hits 5 times.
* Plus on block.
*On whiff, the move cancels after 3 slashes.
Can be interrupted due to its longer startup and leaves Charlotta much further away from the opponent. Links to {{clr|1|f.L}} on crouching hit for combo extensions.
*Plus on block.  
Can be interrupted due to its longer startup. If the opponent spotdodges it, you will lose your turn as a result. On block, leaves Charlotta much further away from the opponent. Using {{clr|2|f.M}} after it is blocked is a good way to force your opponent to respect your plus frames. Combos into {{clr|1|f.L}} on crouching hit.
----
----
;H Version
;{{clr|3|214H}}
* Hits 5 times.  
* Hits 5 times.  
* More plus than the M version.
*Even more plus on block.
Even more plus on block than the M version. Links to {{clr|2|f.M}} on hit for combo extensions and {{clr|4|2U}} on crouching hit for hard knockdown.
Faster startup than {{clr|2|214M}}. Combos into {{clr|2|f.M}} on hit and {{clr|4|2U}} on crouching hit for a hard knockdown.
<div class="mw-collapsible mw-collapsed" data-expandtext="show demonstration" data-collapsetext="hide demonstration">
<div class="mw-collapsible mw-collapsed" data-expandtext="show demonstration" data-collapsetext="hide demonstration">
[[File:214.gif|center|275px]]
[[File:214.gif|center|275px]]
In order: L, M, H.
In order: L, M, H.
{{CloseCard}}
}}
</div>
</div>


===<big>Noble Strategy</big>===
===<big>Noble Strategy</big>===
{{Micon|14}} <span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|14}} {{InputBadge|22X}} or {{InputBadge|2S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=22X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Charlotta_NobleStrategy.png |Channel your inner Demon Flip
Movement and pressure tool. Can be followed up by various additional actions. Great for closing distance, calling out fireballs, or resetting pressure from afar, but is very vulnerable to anti-airs. If you can’t anti air it in time it is generally advised to block this low since the reward she gets off the overhead followup is considerably lower than if she catches you standing.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Movement and pressure tool. Can be followed up by various additional actions.
----
----
;L Demon Flip
;{{clr|1|22L}}
* Jumps upwards at a sharp arc that does not cross-up in most cases.
*Jumps upwards at a sharp arc that does not cross-up in most cases.
*Be careful with the followups, since they can hit higher than on the other jumps meaning you will be more minus as a result.
----
----
;M Demon Flip
;{{clr|2|22M}}
* Jumps lower but farther in order to cross-up.
*Jumps further and at a lower arc. Will cross-up if done close to the opponent.
*Generally sees more use than {{clr|1|22L}}.
----
----
;H Demon Flip
;{{clr|3|22H}}
* Jumps much faster and at same height as M version.
*Jumps much faster and at same height as {{clr|2|22M}}.
Great for closing distance or extending pressure, but is very vulnerable to anti-airs.
}}
{{CloseCard}}


===<big>With Surest Strike!</big>===
===<big>With Surest Strike!</big>===
<span class="input-badge">'''Noble Strategy > No Input'''</span>
{{InputBadge|Noble Strategy > No Input}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=22X~5
<tabber>
|description=
Images =
Low-hitting slash follow up. Usually minus, but thanks to extremely long active frames hitting this meaty can leave you very plus.
<gallery widths="210px" heights="210px" mode="nolines">
*{{clr|3|22H}} into this move allows for combos afterwards in the corner, and situational midscreen.
GBVS_Charlotta_WithSurestStrike.png |For they are surely blocking high
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_22X_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="22X"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====


* {{clr|3|22H}} into this move allows for a combo afterwards.
===<big>With Flying Nobility!</big>===
Low-hitting slash follow up. Extremely long active frames, working as a meaty off of {{clr|4|2U}} where it is plus on block.
{{InputBadge|Noble Strategy > L}}
{{CloseCard}}
{{GBVS Move Card|game=GBVS
|input=22X~L
|description=
Air dive follow up. Used to both combo on hit and continue pressure on block. Generally the safest option out of Noble Strategy thanks to its quick recovery. The lower to the ground you are when hitting an opponent the more plus you are on block.
*Always at least +1 on block out of {{clr|2|22M}} and {{clr|3|22H}} due to the jump-arc.
*Can be used as a safejump, so a good option if you anticipate a reversal from your opponent on wakeup.


===<big>With Flying Nobility!</big>===
<span class="input-badge">'''Noble Strategy > L'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_WithFlyingNobility.png |KILLER BEE
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_22XL_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="22XL"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can be used as a crossup, but does not have a crossup hitbox.
Air dive follow up. Used to both combo on a deep hit and continue pressure on a block. ''Not'' an overhead, but recovers quickly, so the lower to the ground you are when making contact with an opponent the more plus you are on block.
{{CloseCard}}


===<big>With Purest Bravery!</big>===
===<big>With Purest Bravery!</big>===
<span class="input-badge">'''Noble Strategy > M'''</span>
{{InputBadge|Noble Strategy > M}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=22X~M
<tabber>
|description=
Images =
Air overhead follow up. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs, especially when done out of {{clr|1|22L}}.
<gallery widths="210px" heights="210px" mode="nolines">
*{{clr|3|22H}} into this move makes it +1 on block. Pressing {{clr|2|c.M}} afterwards (or {{clr|1|f.L}} if you’re pushed out too far) is a good way to check your opponents and keeps your pressure going.
GBVS_Charlotta_WithPurestBravery.png |HELM BREAKER (For they are surely blocking low)
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_22XM_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="22XM"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====


* {{clr|3|22H}} into this move makes it +1 on block
===<big>With Sweetest Skills!</big>===
Air overhead slash attack followup. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs.
{{InputBadge|Noble Strategy > H}}
{{CloseCard}}
{{GBVS Move Card|game=GBVS
|input=22X~H
|description=
Air command grab follow up that leads to deadly combos if you ever catch the opponent standing up vs her Noble Strategy.
*Whiffs on crouching opponents.
*Off {{clr|1|22L}} and {{clr|2|22M}} leads to combos midscreen and in the corner.  
*Off {{clr|3|22H}} leads to combos in the corner only.


===<big>With Sweetest Skills!</big>===
<span class="input-badge">'''Noble Strategy > H'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_WithSweetestSkills2.png |Forever pure, forever mixup.
GBVS_Charlotta_WithSweetestSkills.png |
</gallery>
|-|
Hitbox =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Charlotta_214XH_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="22XH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
Air command grab follow up. Whiffs on crouching opponents. Landing this off {{clr|3|22H}} in the corner allows for extremely damaging corner combos.
{{CloseCard}}


==Skybound Art==
==Skybound Art==
===<big>Brilliant Moon</big>===
===<big>Brilliant Moon</big>===
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Charlotta_BrilliantMoon2.png | Spinning it out at the speed of sound
Charlotta winds up and launches herself forward with a multi-hit attack.
GBVS_Charlotta_BrilliantMoon.png |LET IT RIP
*Invulnerable on startup.
</gallery>
*Useful for punishing fireballs and other whiffed moves on reaction.
</div>
*More hits will land the closer you are.
<div class="attack-info">
*Awkward to punish on block for characters with stubby normals since Charlotta will bounce back a bit. Can be spotdodged after the super flash for a closer punish, but the timing is strict as it only leaves her -8.
{| class="wikitable attack-data"
*Technical input launches the opponent less, leading to better oki if you hit it midscreen.
{{FrameDataHeader-GBVS}}
 
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
Charlotta winds up and launches herself forward with a multi-hit attack that deals more damage the closer it hits.  Invulnerable on startup, so useful for punishing fireballs and other whiffed moves on reaction.
{{CloseCard}}


==Super Skybound Art==
==Super Skybound Art==
===<big>Noble Execution</big>===
===<big>Noble Execution</big>===
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Charlotta_NobleExecution2.png | CAPTAIN SWOOORD
Perform an upward slash followed by a powerful downward swing.  
GBVS_Charlotta_NobleExecution.png |Be careful who you call smol in academy.
*Invulnerable on startup.
</gallery>
*With 11 frames of startup it is just as fast as her {{MMC|chara=Charlotta|input=[2]8L|label=Holy Ladder [2]8X}}.
</div>
*Good anti air as it is air unblockable and reaches very high above her.
<div class="attack-info">
*Technical input keeps you closer to the opponent after the cinematic, leading to better oki.
{| class="wikitable attack-data"
*Deletes your opponent’s health bar.
{{FrameDataHeader-GBVS}}
 
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
Invulnerable. Perform an upward slash followed by a powerful downward swing. Damage will be enhanced when connected from the first strike.  The upwards swing actually reaches the top of the screen, so it can be used as an anti-air.  It will always trigger the full-damage cinematic when it lands this way.
{{CloseCard}}


==Colors==
==Colors==
Line 926: Line 372:
{{GBVSweapons|Size=120|Character=Charlotta}}
{{GBVSweapons|Size=120|Character=Charlotta}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Charlotta|58px}}</center>
<center>{{Character Label|GBVS|Charlotta|size=58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{GBVS/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GBVS/Navigation}}
 
{{GBVS/Navigation}}
[[Category:Unga]]
[[category:GBVS Characters]]
[[category:GBVS Characters]]
[[Category:Unga]]

Latest revision as of 14:46, 1 March 2024

Overview

Overview
Charlotta is a rushdown character who excels at applying pressure at close range using various advancing attacks with high damage to boot. Her quick jumps are both strong in offense and defense, allowing her to overwhelm the opponent and get out of situations nimbly. These strengths make Charlotta excellent at capitalizing off the smallest mistakes and snowball her opponents at a moment’s notice.
GBVS Charlotta Nameplate.png
GBVS Charlotta Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
HighRecovery (30f)

 Charlotta is a rushdown character with plenty of tools to pressure the opponent at close range.

Pros
Cons
  • Above average damage: With a lot of corner carry, the ability to use two specials in one combo even midscreen, and an easier time achieving successful jump-ins, Charlotta’s damage output is generally higher compared to the rest of the cast.
  • Strong pressure and okizeme: She has many ways to pressure and stay in thanks to advancing normals and specials such as Sword of Lumiel. On knockdowns, her Noble Strategy brings a variety of ways to mix and open your opponent up which gets especially dangerous in the corner.
  • Awkward to fight: Her fast jumps and burst range forces your opponent to play patient and react quick or get snowballed in a matter of seconds. Additionally, her reversals and supers can be awkward to punish. She also has a tendency to fall out of combos that would work on most others in the cast thanks to her fall speed.
  • Good jumps: Her fast fall speed means anti airing Charlotta is harder than most. The shorter jump-arc also makes her cross-up game stronger. Characters who can’t rely on anti airing with a reversal can get overwhelmed quick, especially once you bring her Noble Strategy into the mix.
  • Somewhat stubby normals: Most other characters have pokes that outrange Charlotta’s pokes, with the exception of her f.H which is too slow to be reliably used in neutral.
  • Slower reversal: Holy Ladder is one of the few slower, non-metered reversals in the game. It is susceptible to being low-profiled and as a result allows other characters to pressure her easier, especially those who can play around both weaknesses.
  • Struggles vs zoning: Since she has no fireball of her own, she has trouble dealing with projectiles in general.
  • Awkward anti-airs: Her 2H is very slow. This means she often has to rely on other tools to anti air like Holy Ladder or 5U which generally net her less reward, or use c.H which is a proximity normal that only triggers if the opponent is close enough.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6

Charlotta’s fastest button and standard pressure tool.

  • Combos and frame-traps into itself, 2L, f.L, and c.M.
Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 6 3 16 -4 0

Good to keep yourself close to the opponent as it is an advancing normal and has a large activation range. Only real downside is that it’s -4 on block so it’s not recommended for pressure resets.

  • As fast as her 2L or f.L.
  • Advancing, so Charlotta can do two lights on hit or block with run momentum and still connect a c.M afterwards allowing her to continue her pressure up close and follow up with Sword of Lumiel 214XGBVS Charlotta 214X.pngGuardMidStartup13Recovery9Advantage+4.
Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 9 6 15 -2 +2

Her highest damage grounded punish starter.

  • Situational anti air due to being quicker than 2H. The hitbox however does not extend behind her, meaning it tends to miss vs cross-up jumps.
  • Active for 6 frames means it can be made plus if it hits meaty.
Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

Standard autocombo, generally here to give you time to confirm your hits or just as combo filler. For Charlotta specifically it helps you charge your Shining Onslaught [4]6XGBVS Charlotta 46X.pngGuardMidStartup11Recovery8Advantage-4 or Holy Ladder [2]8XGBVS Charlotta 28X.pngGuardMid,AllStartup11Recovery23Advantage-8~-11 in the middle of combos.

  • Can be used for corner carry especially in tandem with Sword of Lumiel 214XGBVS Charlotta 214X.pngGuardMidStartup13Recovery9Advantage+4.
  • See’s occasional use after hitting close normals at max range to ensure you’re close enough to the opponent so that 214H > f.M still connects.
Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 15 -5 -1

A standard far reaching light. Main usage is confirming after hitting your opponent with one or two 2L, and sometimes for punishes where f.M is too slow.

  • Combos into from 214M on crouching opponents.
Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 18 -6 -2

A strong far reaching normal thanks to its quick startup and nice reach.

  • Your go to combo extender in many situations such as after 214H, or far reaching wallbounces.
  • Useful for maintaining pressure and forcing respect after 214M on block.
  • Combos into from 2L on crouching opponents.
Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1300 Mid 24 6 18 -5 -1

One of the farthest reaching far normals in the game. Though with long startup it needs to be used sparingly. Main purpose is to counter-poke slower buttons or when your opponent misjudges your range and gets too comfortable at a distance.

  • Higher Clash Level than most other f.H's, meaning it crushes them outright instead of clashing which helps in its usage as a counter-poke.
Level Attribute
4

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

2L is Charlotta's traditional low option. It has a good range for a 2L, and thanks to the range of her c.M sees a lot of usages in her pressure game.

  • Combos into f.L and c.M on standing hit, f.M on crouching hit
Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 9 5 15 -2 +2

2M is a bit slower than her f.M, but since it is an advancing normal that is very active and -2 on block at worst it can be a good pressure tool.

  • Combos into f.L and c.M on standing counterhit, and f.M on crouching counterhit.
Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 [1200] Mid 14 [27] 6 24 -10 [-8] -6 [-4]

A slow anti air that sees occasional uses if you are ready for your opponents jump or if your Holy Ladder [2]8XGBVS Charlotta 28X.pngGuardMid,AllStartup11Recovery23Advantage-8~-11 is on cooldown. Reaches a bit behind her head unlike her c.H. Can be used to catch extended buttons when f.H is too slow. Does more damage and moves Charlotta forward slightly when charged.

Level Attribute
3 [4]

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 9 6 18 -9 HKD

2U is an advancing sweep that gives a hard knockdown. It is unsafe on block so make sure you special cancel this if the opponent blocks it. An easy cancel is 214H as it will combo if the sweep hits, and leave you plus if it is blocked, allowing you to extend your pressure.

  • Her farthest reaching low button.
  • Good for picking up wallbounces from further away as it moves you closer to the opponent unlike f.M, which is necessary if you’re trying to end your combo with Holy Ladder [2]8XGBVS Charlotta 28X.pngGuardMid,AllStartup11Recovery23Advantage-8~-11.
Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until L 0

A normal jump light.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High/Air 6 3 Until L

Charlotta's established cross-up jump normal. Since her jump-arc works very well for cross-ups, it is a valuable tool in her kit.

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 8 6

Charlotta's go to jump normal. Has a nice range and speed.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
300,700 High/Air 6 3(4)3 Until L

Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents once, but it will whiff against all crouchers. The tall characters in the cast can get hit twice by it while standing which is a strong double overhead option that can catch people off-guard, but is generally hard to land properly without a knockdown/setup.

Level Attribute
2


Unique Action

Königsschild

5U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Unblockable 6 18 25

5U consists of two parts, a Parry and a Counter that automatically follows up if the opponent is close enough.

Parry: Parries all moves on frames 6-23 except for throws, (Super) Skybound Arts or OD activation, and reduces the incoming damage by 50%. The damage is affected by Guts, but is not considered chip damage so if you don't have enough HP to take the attack you will still die.

Counter: If the opponent is close enough when their move is parried, a Counter slash automatically activates for 1500 damage, a side switch, and a hard knockdown. If your opponent is out of range for the Counter to activate, they get staggered leaving you slightly plus but only when using moves with strike property. Parried projectiles at a distance will not affect your opponent.

  • Fairly reliable anti-air, as it is fast and will trigger even against jump normals from far above or behind you.
  • Do not bother using it vs fireballs at a distance where the Counter doesn’t trigger, since you’re just taking unnecessary damage and can still be punished afterwards.
  • With 6 frames of startup it is slower than c.L, so not recommended to prioritize when you need something to mash out of pressure. However, it can still find use in certain pressure strings where you’re too far away from your opponent for close normals to trigger or vs setplay specials such as  Zooey’s Sweeping BeamGBVS Zooey 236H.pngGuardAllStartup71RecoveryTotal 44Advantage-.
Level Attribute
2


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD HKD
  • Forward: Launches the opponent very far for a lot of corner carry. Allows for proper meaties afterwards.
  • Backward: Leaves opponent directly behind you.
Level Attribute
0,4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD
Level Attribute
0,4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 3 20 -4 +1 4-31Throw
10-31Low
9-30Airborne

Advancing, so its reach can catch people off guard.

  • On counterhit, c.H into her SSBA Noble Execution 236236UGBVS Charlotta 236236U.pngGuardMid,AllStartup8+3Recovery20Advantage-18 barely doesn't reach and requires either 1 autocombo after the c.H or a microwalk before it for 170 damage more (The difference isn't worth the risk of messing it up).
Level Attribute
4


Special Moves

Shining Onslaught

GBVS Charge.png [4]6X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[4]6L 1000 Mid 11 16 8 -4 0
[4]6M 1400 Mid 15 16 8 -10 KD
[4]6H 1200 Mid 11 16 8 -4 HKD
  • Takes 30 frames to charge.

A fast and advancing charge move that bounces off the opponent on hit or block. Charlotta’s go to special cancel to confirm hits from her pokes. Thanks to the fast nature of Shining Onslaught your opponents will be forced to play around the move, meaning they will either take it slow, position themselves at a distance where they can safely react to it, or risk getting hit by it. Though once it’s on cooldown that threat is gone and Charlotta loses the ability to confirm most of her pokes without spending meter, making her neutral a lot less threatening. Additionally, very fast on whiff.


[4]6L
  • Short travel distance.
  • Safe on block.
  • Leaves standing on hit.
  • +4 on counterhit (crouching counterhit will combo into c.L in the corner)
  • Doesn't bounce her as high after hitting the opponent, meaning it avoids Cagliostro's Air MehenGBVS Cagliostro 236X Activate.pngGuardMidStartup39RecoveryUntil L+4Advantage- unlike the other two versions.

It’s 0 on hit, but since you’re usually more ready for it than your opponent it’s often still your turn afterwards.


[4]6M
  • Long travel distance, but slower startup.
  • Knocks down on hit, and wallbounces on counterhit.
  • Punishable on block by most of the cast. Some can always punish, for others it’s spacing dependent, while a few can’t punish it at all unless they block it in the corner.

[4]6H
  • Long travel distance.
  • Safe on block.
  • Gives a hard knockdown and wallbounces.
  • Confirms from all your pokes at most ranges.

The version you usually want to confirm into, as landing it means you are now in and can start pressuring your opponent from up-close.

Version Level Attribute
[4]6L 3
[4]6M 4
[4]6H 4

[4]6L:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • Clash Level 1
  • 20F recovery on hit/block


[4]6M:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • Clash Level 3
  • 28F recovery on hit/block


[4]6H:

  • Cooldown 480F (Technical), Cooldown 600F (Easy)
  • Clash Level 2
  • 25F recovery on hit/block

Holy Ladder

GBVS Parry.png [2]8X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[2]8L 500,600 Mid,All 11 4(12)7 23 -8~-11 KD 1~10 All
[2]8M 800,600 Mid,All 11 8(16)11 23 -7~-9 KD 1~10 All
[2]8H 100×8,600 Mid 11 1×8(12)9 23 -7~-9 HKD 1~18 All

Charlotta’s invincible reversal and another charging move in her kit. A rising attack that comes back down with another attack. With 11 frames of startup it is one of the few slower reversals in the game, but on the positive side it’s harder to punish than most others as it pushes your opponent out and is only -7 or -8 if crouch blocked (higher if stand blocked) meaning your punishment for using it on block tends to be lower than average. Bigger punishes are possible, however easier to mess up.

  • Good anti air option. Easy input can be used for reaction anti airs when you weren’t charging it beforehand.
  • Good combo ender. Especially [2]8H as it takes a while to finish allowing your cooldowns to come back. It also leads to easy safejumps afterwards to keep your offense going.
  • Technical input launches the opponent less which means hitting [2]8H allows for cross-up safejumps, making it very strong when landing it while you’re cornered.
Version Level Attribute
[2]8L 4
[2]8M 4
[2]8H 4

[2]8L:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)


[2]8M:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)


[2]8H:

  • Cooldown 480F (Technical), Cooldown 600F (Easy)

Sword of Lumiel

GBVS Flurry.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 200×2,400 Mid 7 2(8)2(8)2 15 -2 +2
214M 200×5 Mid 18 42 12 +1 +5
214H 200×5 Mid 13 2(8)2(8)2(8)2(8)2 9 +4 +8

Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent. Good combo and pressure tool. Does nice chip damage too.


214L
  • Hits 3 times.
  • Slightly minus on block.

Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform c.M. Doesn’t lead to much even on hit and doesn’t see much use in general but can trip up opponents who aren’t ready for it, especially those with slower than average normals like  Ferry or  Metera.


214M
  • Hits 5 times.
  • On whiff, the move cancels after 3 slashes.
  • Plus on block.

Can be interrupted due to its longer startup. If the opponent spotdodges it, you will lose your turn as a result. On block, leaves Charlotta much further away from the opponent. Using f.M after it is blocked is a good way to force your opponent to respect your plus frames. Combos into f.L on crouching hit.


214H
  • Hits 5 times.
  • Even more plus on block.

Faster startup than 214M. Combos into f.M on hit and 2U on crouching hit for a hard knockdown.

In order: L, M, H.

Version Level Attribute
214L 2
214M 2
214H 2

214L:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)


214M:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)


214H:

  • Cooldown 480F (Technical), Cooldown 600F (Easy)

Noble Strategy

GBVS Leap.png 22X or 2S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
26

Movement and pressure tool. Can be followed up by various additional actions. Great for closing distance, calling out fireballs, or resetting pressure from afar, but is very vulnerable to anti-airs. If you can’t anti air it in time it is generally advised to block this low since the reward she gets off the overhead followup is considerably lower than if she catches you standing.


22L
  • Jumps upwards at a sharp arc that does not cross-up in most cases.
  • Be careful with the followups, since they can hit higher than on the other jumps meaning you will be more minus as a result.

22M
  • Jumps further and at a lower arc. Will cross-up if done close to the opponent.
  • Generally sees more use than 22L.

22H
  • Jumps much faster and at same height as 22M.
Level Attribute
  • 22L and 22M: Cooldown 20F (Technical), Cooldown 200F (Easy)
  • 22H: Cooldown 480F (Technical), Cooldown 600F (Easy)

With Surest Strike!

Noble Strategy > No Input

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Low 7afterlanding -4 KD

Low-hitting slash follow up. Usually minus, but thanks to extremely long active frames hitting this meaty can leave you very plus.

  • 22H into this move allows for combos afterwards in the corner, and situational midscreen.
Level Attribute
4

With Flying Nobility!

Noble Strategy > L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 All 9 +1/+1/+3 +3/+3/+5

Air dive follow up. Used to both combo on hit and continue pressure on block. Generally the safest option out of Noble Strategy thanks to its quick recovery. The lower to the ground you are when hitting an opponent the more plus you are on block.

  • Always at least +1 on block out of 22M and 22H due to the jump-arc.
  • Can be used as a safejump, so a good option if you anticipate a reversal from your opponent on wakeup.
Level Attribute
1
  • On Block and On Hit values in are separated by 22L~L / 22M~L / 22H~L

With Purest Bravery!

Noble Strategy > M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 High/Air 17 -3/-3/+1 KD/KD/HKD

Air overhead follow up. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs, especially when done out of 22L.

  • 22H into this move makes it +1 on block. Pressing c.M afterwards (or f.L if you’re pushed out too far) is a good way to check your opponents and keeps your pressure going.
Level Attribute
4
  • On Block and On Hit values in are separated by 22L~L / 22M~L / 22H~L

With Sweetest Skills!

Noble Strategy > H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 KD

Air command grab follow up that leads to deadly combos if you ever catch the opponent standing up vs her Noble Strategy.

  • Whiffs on crouching opponents.
  • Off 22L and 22M leads to combos midscreen and in the corner.
  • Off 22H leads to combos in the corner only.
Level Attribute
0,4


Skybound Art

Brilliant Moon

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500→2500 Mid 8+5 2×10 14 -20 HKD 1~14All

Charlotta winds up and launches herself forward with a multi-hit attack.

  • Invulnerable on startup.
  • Useful for punishing fireballs and other whiffed moves on reaction.
  • More hits will land the closer you are.
  • Awkward to punish on block for characters with stubby normals since Charlotta will bounce back a bit. Can be spotdodged after the super flash for a closer punish, but the timing is strict as it only leaves her -8.
  • Technical input launches the opponent less, leading to better oki if you hit it midscreen.
Level Attribute
4
  • Clash Level 25 (Technical), Clash Level 20 (Easy)
  • 38F recovery on block/hit


Super Skybound Art

Noble Execution

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500→3500 Mid,All 8+3 11(10)17 20 -18 HKD 1~21All

Perform an upward slash followed by a powerful downward swing.

  • Invulnerable on startup.
  • With 11 frames of startup it is just as fast as her Holy Ladder [2]8XGBVS Charlotta 28X.pngGuardMid,AllStartup11Recovery23Advantage-8~-11.
  • Good anti air as it is air unblockable and reaches very high above her.
  • Technical input keeps you closer to the opponent after the cinematic, leading to better oki.
  • Deletes your opponent’s health bar.
Level Attribute
4
  • Clash Level 35 (Technical), Clash Level 30 (Easy)
  • Damage of the non-cinematic downward slash:2000


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Charlotta Color 01.png
GBVS Charlotta Color 02.png
GBVS Charlotta Color 03.png
GBVS Charlotta Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Charlotta Color 05.png
GBVS Charlotta Color 06.png
GBVS Charlotta Color 07.png
GBVS Charlotta Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Charlotta Color 09.png
GBVS Charlotta Color 10.png
GBVS Charlotta Color 11.png
GBVS Charlotta Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Charlotta Color 13.png
GBVS Charlotta Color 14.png
GBVS Charlotta Color 15.png
GBVS Charlotta Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Charlotta Color 17.png
GBVS Charlotta Color 18.png
GBVS Charlotta Color 19.png
GBVS Charlotta Color EX.png
Weapons
01
02
03
04
GBVS Charlotta Weapon 01.png
GBVS Charlotta Weapon 02.png
GBVS Charlotta Weapon 03.png
GBVS Charlotta Weapon 04.png
05
06
07
08
GBVS Charlotta Weapon 05.png
GBVS Charlotta Weapon 06.png
GBVS Charlotta Weapon 07.png
GBVS Charlotta Weapon 08.png


Navigation

 Charlotta
To edit frame data, edit values in GBVS/Charlotta/Data.


Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information