GBVS/Charlotta

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GBVS Charlotta Nameplate.png
GBVS Charlotta Portrait.png
Health 10000
Prejump 4f
Backdash 22f


Overview[edit]

Charlotta is a pixie rushdown character who excels at applying pressure at close range using various advancing attacks and ground-air mix-up, while using her small stature to nimbly dodge opponent's offense. However, she lacks in attack range and any sort of projectile, requiring her to stick uncomfortably close to her foe.

"I shall show you why I was chosen to be captain of the Lumiel Order of Holy Knights!"
Lore: A Harvin knight who serves as captain of the Lumiel Order of Holy Knights.

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.
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.

Playstyle
GBVS Charlotta Icon.png Charlotta is a small rushdown character with plenty of tools to pressure opponent at close range.
Pros Cons
  • Monstrous corner okizeme through Noble Strategy mix-up.
  • Plus frames on demand with Medium Sword of Lumiel.
  • Annoyingly long range for her size.
  • Holy Ladder is both difficult to punish and a strong option for ending combos
  • Very high corner damage.
  • Several advancing moves which can make Charlotta difficult to shake off once she has gotten in.
  • Safer-than-average DP.
  • Mad cute.
  • Somewhat stubby normals.
  • No way to deal with projectiles.
  • Slower-than-average DP.



Normal Moves[edit]

c5L[edit]
c5L
GBVS Charlotta cL.png
"Put up your dukes!"
Damage Guard Startup Active Recovery On Block On Hit
400 Mid 5 - - +2 +6

Strong pressure option that both frame-traps with and combos into itself, 2L, f5L, and c5M.


c5M[edit]
c5M
GBVS Charlotta cM.png
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 6 - - -4 0

Self-advancing normal that is often used to continue pressure because it has a large activation, is as fast as her other fastest normals besides c5L, and catches rolls and often jumps.

c5H[edit]
c5H
GBVS Charlotta cH.png
Damage Guard Startup Active Recovery On Block On Hit
1200 Mid 9 - - -2 +2

Situational use as an anti-air

Auto Combo[edit]
Auto Combo
GBVS Charlotta cXX.png
GBVS Charlotta cXXX.png

GBVS-Charlotta5AAA.gif Example using 5L string.

Version Damage Guard Startup Active Recovery On Block On Hit
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -4 0


f5L[edit]
f5L
GBVS Charlotta fL.png
Damage Guard Startup Active Recovery On Block On Hit
400 Mid 6 - - -5 -1

Can be used to confirm 2L hitting someone low when it pushes you out of range of another 2L as it combos into [4]6H. Also valuable as a crouch confirm combo option after 214M.

f5M[edit]
f5M
GBVS Charlotta fM.png
It is perpetual, it keeps the Sky Realm clean.
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 8 - - -6 -2

Useful for maintaining pressure and forcing respect after 214M on the opponent's block. Also very valuable as combo filler when linked into from 214H.


f5H[edit]
f5H
GBVS Charlotta fH.png
Damage Guard Startup Active Recovery On Block On Hit
1300 Mid 24 - - -5 -1

Self-advancing normal that sees some use in counter-poking.

2L[edit]
2L
GBVS Charlotta 2L.png
Have you business with me? The way yonder's all blocked up you see. By this god-awful statue.
Damage Guard Startup Active Recovery On Block On Hit
400 Low 6 - - +2 +6

2L is Charlotta's traditional low option. It has a decent amount of range for a 2L.


2M[edit]
2M
GBVS Charlotta 2M.png
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 9 - - -2 +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 f5M has.

2H[edit]
2H
GBVS Charlotta 2H.png
Damage Guard Startup Active Recovery On Block On Hit
1000 [1200] Mid 14 [27] - - -13 [-11] -9 [-7]

2H is decent for catching extended buttons. It self-advances when charged.

2U[edit]
2U
GBVS Charlotta 2U.png
Damage Guard Startup Active Recovery On Block On Hit
700 Low 9 - - -9 HKD

Self-advancing


j.L[edit]
j.L
GBVS Charlotta jL.png
Damage Guard Startup Active Recovery On Block On Hit
400 High/Air 5 - - - -

Can very occasionally hit cross-up.


j.M[edit]
j.M
GBVS Charlotta jM.png
Damage Guard Startup Active Recovery On Block On Hit
550 High/Air 6 - - - -

Charlotta's established cross-up jump normal.

j.H[edit]
j.H
GBVS Charlotta jH.png
Damage Guard Startup Active Recovery On Block On Hit
800 High/Air 8 - - - -

Can occasionally hit cross-up.


j.U[edit]
j.U
GBVS Charlotta jU.png
Damage Guard Startup Active Recovery On Block On Hit
300, 700 High/Air 6 - - - -

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.


Unique Action[edit]

Königsschild[edit]
Königsschild
5U
GBVS Charlotta 5U.png
For when you’re too cool for normal blocking.
GBVS Charlotta 5UAttack.png
Damage Guard Startup Active Recovery On Block On Hit
1500 Unblockable 6 17 25 - -

5U has two parts, the Parry and the Counter. It's actually a fairly good anti-fireball tool, as you can Parry the fireball and dash in from there. If you're close enough, the fireball will even activate 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.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Charlotta Throw.png
Damage Guard Startup Active Recovery On Block On Hit
1500 Throw 7 - - - -
Air Throw[edit]
Air Throw
GBVS Charlotta AirThrow.png
Damage Guard Startup Active Recovery On Block On Hit
1500 Throw 5 - - - -
Overhead Attack[edit]
Overhead Attack
GBVS Charlotta OverheadAttack.png
Damage Guard Startup Active Recovery On Block On Hit
1000 High 26 3 20 -4 +1

Self-advancing


Special Moves[edit]

Shining Onslaught[edit]
Shining Onslaught
[4]6X or 6S
GBVS Charlotta ShiningOnslaught.png
"Blanka Ball" (but actually Sumo Headbutt)
Version Damage Guard Startup Active Recovery On Block On Hit
L 1000 Mid 13 - - -7 -3
M 1400 Mid 16 - - -12 -
H 1400 Mid 11 - - -4 -

Advancing move. Performs a rolling attack which causes knockback on hit or block.

  • L version: Shorter recovery.
  • M version: Longer recovery but has more damage and farther range and knocks down. Wallbounces on counterhit.
  • H version: Same range/damage as M, but now with faster startup than L and safe on block. Wallbounces, allowing for combo extensions.


Holy Ladder[edit]
Holy Ladder
[2]8X or 5S
GBVS Charlotta HolyLadder.png
Tall + Proud - "Flash Kick" (but actually Sumo Smash)
Version Damage Guard Startup Active Recovery On Block On Hit
L 500, 600 Mid, All 11 - - -8~-10 -
M 800, 600 Mid, All 11 - - -8~-9 -
H 100*8, 600 Mid 11 - - -8 -

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 c5M for combos if rising part whiffs and falling part counterhits on ground. Can situationally link into c5L/c5M juggle if rising part counterhits in air and falling part whiffs.


Sword of Lumiel[edit]
Sword of Lumiel
214X or 4S
GBVS Charlotta SwordOfLumiel.png
E.Honda? "Hands"
214.gif

In order: L, M, H.

Version Damage Guard Startup Active Recovery On Block On Hit
L 200*2, 400 Mid 7 - - -2 +2
M 200*5 Mid 18 - - +1 +5
H 200*5 Mid 12 - - +4 +8

Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent.

  • L version hits 3 times and leaves Charlotta fairly close to the opponent, oftentimes close enough to perform c5M.
  • M version hits 5 times and is plus on block, but can be interrupted due to its longer startup and leaves Charlotta much further away from the opponent. Links to f5L on crouching hit for combo extensions.
  • H version hits 5 times and is even more plus on block than the M version. Links to f5M on hit for combo extensions and 2U on crouching hit for hard knockdown.


Nobel Strategy[edit]
Noble Strategy
22X or 2S
GBVS Charlotta NobelStrategy.png
Channel your inner Demon Flip
Version Damage Guard Startup Active Recovery On Block On Hit
L - - 26 - - - -
M - - 26 - - - -
H - - 26 - - - -

Maneuver move. Can be followed up by various additional actions.

  • L version slowly jumps upwards at a sharp arc that does not cross-up in most cases.
  • M version jumps higher and farther in order to cross-up.
  • H version jumps much faster and makes the 22X~ low slash safe on block.

Great for closing distance or extending pressure, but is very vulnerable to anti-airs.


With Surest Strike![edit]
With Surest Strike!
Noble Strategy > No Input
GBVS Charlotta WithSurestStrike.png
For they are surely blocking high
Damage Guard Startup Active Recovery On Block On Hit
1200 Low 7 after landing - - -10 -
  • Extremely long active frames, working as a meaty off of 2U where it is plus on block.

Low-hitting slash follow up. Hitting with this off 22H allows for a combo afterwards (and is also -4 on block instead of -10)


With Flying Nobility![edit]
With Flying Nobility!
Noble Strategy > L
GBVS Charlotta WithFlyingNobility.png
KILLER BEE
Damage Guard Startup Active Recovery On Block On Hit
800 All 9 - - +1 +3

Air dive follow up. Used to both combo on a deep hit and continue pressure on a block. This skill recovers quickly, so the lower to the ground you are when making contact with an opponent the more plus you are on block.

With Purest Bravery![edit]
With Purest Bravery!
Noble Strategy > M
GBVS Charlotta WithPurestBravery.png
HELM BREAKER (For they are surely blocking low)
Damage Guard Startup Active Recovery On Block On Hit
1200 High/Air 17 - - -3 -

Air overhead slash attack followup. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs. +1 on block if done from 22H version.


With Sweetest Skills![edit]
With Sweetest Skills!
Noble Strategy > H
GBVS Charlotta WithSweetestSkills2.png
Forever pure, forever mixup.
GBVS Charlotta WithSweetestSkills.png
Damage Guard Startup Active Recovery On Block On Hit
500, 1000 Throw 5 - - - -

Air command grab follow up. Whiffs on crouching opponents. Landing this off 22H in the corner allows for extremely damaging corner combos.


Skybound Art[edit]

Brilliant Moon[edit]
Brilliant Moon
236236H or 236S
GBVS Charlotta BrilliantMoon2.png
GBVS Charlotta BrilliantMoon.png
S P I N
Damage Guard Startup Active Recovery On Block On Hit
500, 250*8, 1000 Mid 8+5 - - -20 -

Invulnerable advancing move. Performs multi-hit attack that deals more damage the closer it hits. Useful for punishing fireballs and certain other whiffed moves on reaction.


Super Skybound Art[edit]

Noble Execution[edit]
Noble Execution
236236U or 236S+U
GBVS Charlotta NobleExecution2.png
CAPTAIN SWOOORD
GBVS Charlotta NobleExecution.png
Be careful who you call smol in academy.
Damage Guard Startup Active Recovery On Block On Hit
1500, 3000 [2000] Mid, All 6+2 - - -18 -

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.


Navigation[edit]


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Granblue Fantasy Versuse
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System Explanations

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