Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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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.
"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. |
Voice: | English: Cristina Vee/Japanese: Kaori Nazuka |
Charlotta Charlotta is a rushdown character with plenty of tools to pressure opponent at close range.
- 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 (See: Katalina's Light Wall).
- Slower-than-average reversal/anti-air options.
- Shorter jump arc than other characters. While good for Charlotta's cross-up, she have to use ground movement or Noble Strategy if she wants to approach quickly from distance.
Normal Moves
c.L
Strong pressure option that both frame-traps with and combos into itself, 2L, f.L, and c.M.
c.M
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 c.L, and catches rolls and often jumps.
c.H
Situational use as an anti-air
Auto Combo
f.L
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.
f.M
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.
f.H
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.
2L
2L is Charlotta's traditional low option. It has a decent amount of range for a 2L.
2M
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 f.M has.
2H
2H is decent for catching extended buttons when f.H is too slow. Does more damage and moves Charlotta forward slightly when charged.
2U
Self-advancing
j.L
Can very occasionally hit cross-up.
j.M
Charlotta's established cross-up jump normal.
j.H
Can occasionally hit cross-up.
j.U
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.
Unique Action
Königsschild
5U
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
Self-advancing
Special Moves
Shining Onslaught
[4]6X or 6S
- GBVS Charlotta ShiningOnslaught.png
"Blanka Ball" (but actually Sumo Headbutt)
Advancing move. Performs a rolling attack which causes a knockback animation if the move is hit or blocked
- L version: Shortest travel distance, but can be hard to punish on block if spaced properly.
- M version: Longer travel distance, does more damage, knocks down on hit, and wallbounces on counterhit. In exchange, it's much more punishable on block.
- 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
[2]8X or 5S
- GBVS Charlotta HolyLadder.png
Tall + Proud = "Flash Kick" (but actually Sumo Smash)
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
214X or 4S
- GBVS Charlotta SwordOfLumiel.png
"Hundred Hand Slap" (but actually Hundred Hand Slap)
In order: L, M, H.
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 c.M.
- 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 f.L on crouching hit for combo extensions.
- H version hits 5 times and is 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.
Noble Strategy
22X or 2S
- GBVS Charlotta NobelStrategy.png
Channel your inner Demon Flip
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!
Noble Strategy > No Input
- GBVS Charlotta WithSurestStrike.png
For they are surely blocking high
- 22H into this move allows for a combo afterwards and is also -4 on block instead of -10.
Low-hitting slash follow up. Extremely long active frames, working as a meaty off of 2U where it is plus on block.
With Flying Nobility!
Noble Strategy > L
- GBVS Charlotta WithFlyingNobility.png
KILLER BEE
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.
With Purest Bravery!
Noble Strategy > M
- GBVS Charlotta WithPurestBravery.png
HELM BREAKER (For they are surely blocking low)
- 22H into this move makes it +1 on block
Air overhead slash attack followup. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs.
With Sweetest Skills!
Noble Strategy > H
- GBVS Charlotta WithSweetestSkills2.png
Forever pure, forever mixup.
- GBVS Charlotta WithSweetestSkills.png
Air command grab follow up. Whiffs on crouching opponents. Landing this off 22H in the corner allows for extremely damaging corner combos.
Skybound Art
Brilliant Moon
236236H or 236S
- GBVS Charlotta BrilliantMoon2.png
Spinning it out at the speed of sound
- GBVS Charlotta BrilliantMoon.png
LET IT RIP
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.
Super Skybound Art
Noble Execution
236236U or 236S+U
- GBVS Charlotta NobleExecution2.png
CAPTAIN SWOOORD
- GBVS Charlotta NobleExecution.png
Be careful who you call smol in academy.
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.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
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