GBVS/Charlotta: Difference between revisions

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{{#lst:GBVS/Charlotta/Data|Links}}
{{#lst:GBVS/Charlotta/Data|Links}}
==Normal Moves==
======<font style="visibility:hidden" size="0">c.A</font>======
{{MoveData
|image=GBVS_Charlotta_c.A.png
|name=c.A
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|c.A}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">f.A</font>======
{{MoveData
|image=GBVS_Charlotta_f.A.png
|name=f.A
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|f.A}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">c.B</font>======
{{MoveData
|image=GBVS_Charlotta_c.B.png
|name=c.B
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|c.B}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">f.B</font>======
{{MoveData
|image=GBVS_Charlotta_f.B.png
|name=f.B
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|f.B}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">c.C</font>======
{{MoveData
|image=GBVS_Charlotta_c.C.png
|name=c.C
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|c.C}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">f.C</font>======
{{MoveData
|image=GBVS_Charlotta_f.C.png
|name=f.C
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|f.C}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
|image=GBVS_Charlotta_2A.png
|name=2A
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|2A}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
|image=GBVS_Charlotta_2B.png
|name=2B
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|2B}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
|image=GBVS_Charlotta_2C.png
|name=2C
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|2C}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
|image=GBVS_Charlotta_2D.png
|name=2D
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|2D}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">j.A</font>======
{{MoveData
|image=GBVS_Charlotta_j.A.png
|name=j.A
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|j.A}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">j.B</font>======
{{MoveData
|image=GBVS_Charlotta_j.B.png
|name=j.B
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|j.B}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">j.C</font>======
{{MoveData
|image=GBVS_Charlotta_j.C.png
|name=j.C
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|j.C}}
{{!}}-
{{Description|6|text=
}}
}}
======<font style="visibility:hidden" size="0">j.D</font>======
{{MoveData
|image=GBVS_Charlotta_j.D.png
|name=j.D
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|j.D}}
{{!}}-
{{Description|6|text=
}}
}}
==Unique Action==
==Unique Action==
======<font style="visibility:hidden" size="0">König Schild</font>======
======<font style="visibility:hidden" size="0">König Schild</font>======
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}}
}}
}}
}}
==Normal Moves==


==Special Moves==
==Special Moves==

Revision as of 22:27, 31 May 2019

Charlotta
GBVS Charlotta.png
Movement Options
Jump, Dash Type: Run, Unique
Play-style
Speed-Type, Rushdown, Counter-Hit based, Mid-Range

Overview

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.

Strengths and Weaknesses


Strengths Weaknesses
  • Stength
  • Weakness


Normal Moves

c.A
c.A
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
f.A
f.A
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.B
c.B
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
f.B
f.B
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.C
c.C
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
f.C
f.C
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
2A
2A
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
2B
2B
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
2C
2C
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
2D
2D
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
j.A
j.A
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
j.B
j.B
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
j.C
j.C
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
j.D
j.D
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

Unique Action

König Schild
König Schild
5D
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

Special Moves

Shining Onslaught
Shining Onslaught
[4]6X 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
A
B
C
Holy Ladder
Holy Ladder
[2]8X 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
A
B
C
Sword of Lumiel
Sword of Lumiel
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
A
B
C
Nobel Strategy
Nobel Strategy
22X or 2S
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
A
B
C
Nobel Strategy Followups
Nobel Strategy Followups
During Nobel Strategy > A/B/C
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
With Surest Strike!
No Input


22X
Noble Strategy
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
26
GBVS Charlotta 22X.png
22L and 22M: Cooldown 20F (Technical), Cooldown 200F (Easy)
22H: Cooldown 480F (Technical), Cooldown 600F (Easy)
With Flying Nobility!
A
With Purest Bravery!
B
With Sweetest Skills!
C

Skybound Art

Brilliant Moon
Brilliant Moon
236236C or 236S
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

Super Skybound Art

Noble Execution
Noble Execution
236236D or 63214S
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

Navigation

To edit frame data, edit values in GBVS/Charlotta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.