GBVS/Charlotta: Difference between revisions

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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.


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}}
{{CloseCard}}



Revision as of 15:30, 25 August 2022

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

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
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 (on block only 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.

c.H

Auto Combo

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
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.

f.L

f.M

f.H

2L

2M

2H

2U

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
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.

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 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-.

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

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.

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

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 -8 ([2]8L is -10 and [2]8M -9 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.

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. 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 the M version. Combos into f.M on hit and 2U on crouching hit for a hard knockdown.

In order: L, M, H.

Noble Strategy

GBVS Leap.png 22X or 2S

No results
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

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 the L Version.

22H
  • Jumps much faster and at same height as M version.

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.