GBVS/Charlotta

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Overview
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.

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

Pros
Cons
  • Monstrous corner okizeme (mix-up) through Noble Strategy.
  • Medium Sword of Lumiel pressure forces the opponent to stay where they are and is an incredible combo tool.
  • Wide attack ranges and advancing normals.
  • Holy Ladder is both difficult to punish and a strong option for ending combos in addition to be a nice reversal option.
  • 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.
  • Can still be knocked out at low health on successful parry from her unique.
  • Slower-than-average reversal/anti-air options.
  • Somewhat stubby normals
  • 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.
GBVS Charlotta Nameplate.png
GBVS Charlotta Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
HighRecovery (30f)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Königsschild

5U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Unblockable 6 18 25

5U has two parts, the Parry and the Counter:

  • 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 Guts, but is not considered 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 damage, a side switch, and a hard knockdown. If the opponent had a normal move parried, they cannot cancel it with anything to retaliate.

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.


Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Shining Onslaught

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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

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
  • Shortest travel distance and safe on block.
  • Leaves standing on hit.

M Ball
  • Longer travel distance.
  • 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.


H Ball
  • Best of both worlds.

Same range/damage as M, but now with faster startup than L and safe on block. Wallbounces, allowing for combo extensions.

Holy Ladder

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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

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]6H wallbounces, and 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 c.M for combos if rising part whiffs and falling part counterhits on ground. Can situationally link into c.L/c.M juggle if rising part counterhits in air and falling part whiffs.

Sword of Lumiel

GBVS Flurry.png 214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.


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

Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform c.M.


M Version
  • Hits 5 times.
  • Plus on block.

Can be interrupted due to its longer startup and leaves Charlotta much further away from the opponent. Links to f.L on crouching hit for combo extensions.


H Version
  • Hits 5 times.
  • More plus than the M version.

Even more plus on block than the M version. Links to f.M on hit for combo extensions and 2U on crouching hit for hard knockdown.

In order: L, M, H.

Noble Strategy

GBVS Leap.png 22X or 2S

With Surest Strike!

Noble Strategy > No Input

With Flying Nobility!

Noble Strategy > L

With Purest Bravery!

Noble Strategy > M

With Sweetest Skills!

Noble Strategy > H

Skybound Art

Brilliant Moon

236236H or 236S

Super Skybound Art

Noble Execution

236236U or 236S+U

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