Difference between revisions of "GBVS/Charlotta"

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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.
Playstyle
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 SwordOfLumiel.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    9
    Advantage:
    +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 ShiningOnslaught.pngGuard:
Mid
Startup:
11
Recovery:
8
Advantage:
-4
or Holy Ladder [2]8X[[File:|130x200px]]Guard:
Mid,All
Startup:
11
Recovery:
23
Advantage:
-8~-11
in the middle of combos.

  • Can be used for corner carry especially in tandem with Sword of Lumiel 214XGBVS Charlotta SwordOfLumiel.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    9
    Advantage:
    +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]8X[[File:|130x200px]]Guard:
Mid,All
Startup:
11
Recovery:
23
Advantage:
-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]8X[[File:|130x200px]]Guard:
    Mid,All
    Startup:
    11
    Recovery:
    23
    Advantage:
    -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 Summon Dragon.pngGuard:
    All
    Startup:
    71
    Recovery:
    Total 44
    Advantage:
    -
    .
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 NobleExecution.pngGuard:
    Mid,All
    Startup:
    8+3
    Recovery:
    20
    Advantage:
    -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

A fast and advancing charge move that bounces of 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.

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.

214.gif

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 little. Can be spotdodged for a better punish.
  • 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]8X[[File:|130x200px]]Guard:
    Mid,All
    Startup:
    11
    Recovery:
    23
    Advantage:
    -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


External References

Navigation

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