GBVS/Charlotta: Difference between revisions

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{{notice|This page is a work in progress}}
{{infoGBVS
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
| fullname = Charlotta
|-
| image = GBVS Charlotta Portrait.png
!Charlotta
| health = {{#lst:GBVS/Charlotta/Data|health}}
|-
| prejump = {{#lst:GBVS/Charlotta/Data|prejump}}
||
| backdash = {{#lst:GBVS/Charlotta/Data|backdash}}
[[File:GBVS_Charlotta.png|350x500px|center]]
| movement = {{#lst:GBVS/Charlotta/Data|movement}}
|-
}}
||{{#lsth:GBVS/Charlotta/Data|SystemData}}
 
;Movement Options
:Jump, Dash Type: Run, Unique
;Play-style
:Speed-Type, Rushdown, Counter-Hit based, Mid-Range
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
</div>
== Overview ==
== Overview ==
:A Harvin knight who serves as captain of the Lumiel Order of Holy Knights.
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.
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.
{{Bio
 
| name = Charlotta
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.  
| game = GBVS
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
| quote = I shall show you why I  was chosen to be captain of the Lumiel Order of Holy Knights!
=== Strengths and Weaknesses ===
| 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.<br>
{|  
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.
|-style="text-align:left;"
}}
! Strengths !! Weaknesses
{{StrengthsAndWeaknesses
|- style="vertical-align:top;text-align:left"
| intro = {{Character Label|GBVS|Charlotta}} is a small rushdown character with plenty of tools to pressure opponent at close range.
| style="width: 50%;"|
| pros =
She's <small>not</small> small.  
*  Monstrous corner okizeme through Noble Strategy mix-up.
| style="width: 50%;"|
*  Plus frames on demand with 214M.
*  No non super projectile
*  Annoyingly long range for her size.
|-
*  [2]8X is both difficult to punish and a strong option for ending combos
|}
*  Very high corner damage.
</div>
Mad cute.
| cons =
*  Somewhat stubby normals.
*  No way to deal with projectiles.
}}


{{#lst:GBVS/Charlotta/Data|Links}}
{{#lst:GBVS/Charlotta/Data|Links}}
Line 50: Line 48:
{{#lsth:GBVS/Charlotta/Data|c.L}}
{{#lsth:GBVS/Charlotta/Data|c.L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.L</font>======
======<font style="visibility:hidden" size="0">c.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Charlotta_fL.png
|image=GBVS_Charlotta_cM.png
|name=f.L
|name=c.M
|input=
|input=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Charlotta/Data|f.L}}
{{#lsth:GBVS/Charlotta/Data|c.M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">c.M</font>======
======<font style="visibility:hidden" size="0">c.H</font>======
{{MoveData
{{MoveData
|image=GBVS_Charlotta_cM.png
|image=GBVS_Charlotta_cH.png
|name=c.M
|name=c.H
|input=
|input=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Charlotta/Data|c.M}}
{{#lsth:GBVS/Charlotta/Data|c.H}}
{{!}}-
{{Description|7|text=
}}
}}
======<font style="visibility:hidden" size="0">Auto Combo</font>======
{{MoveData
|image=GBVS_Charlotta_cXX.png |caption=
|image2=GBVS_Charlotta_cXXX.png |caption2=
|name=Auto Combo
|input=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Charlotta/Data|c.XX}}
{{!}}-
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Charlotta/Data|c.XXX}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|8|text=
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.M</font>======
======<font style="visibility:hidden" size="0">f.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Charlotta_fM.png
|image=GBVS_Charlotta_fL.png
|name=f.M
|name=f.L
|input=
|input=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Charlotta/Data|f.M}}
{{#lsth:GBVS/Charlotta/Data|f.L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">c.H</font>======
======<font style="visibility:hidden" size="0">f.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Charlotta_cH.png
|image=GBVS_Charlotta_fM.png
|name=c.H
|name=f.M
|input=
|input=
|caption=It is perpetual, it keeps the Sky Realm clean.
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Charlotta/Data|c.H}}
{{#lsth:GBVS/Charlotta/Data|f.M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.H</font>======
======<font style="visibility:hidden" size="0">f.H</font>======
{{MoveData
{{MoveData
Line 115: Line 133:
{{#lsth:GBVS/Charlotta/Data|f.H}}
{{#lsth:GBVS/Charlotta/Data|f.H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|2L}}
{{#lsth:GBVS/Charlotta/Data|2L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|2M}}
{{#lsth:GBVS/Charlotta/Data|2M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|2H}}
{{#lsth:GBVS/Charlotta/Data|2H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
Line 167: Line 185:
{{#lsth:GBVS/Charlotta/Data|2U}}
{{#lsth:GBVS/Charlotta/Data|2U}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|j.L}}
{{#lsth:GBVS/Charlotta/Data|j.L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|j.M}}
{{#lsth:GBVS/Charlotta/Data|j.M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|j.H}}
{{#lsth:GBVS/Charlotta/Data|j.H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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{{#lsth:GBVS/Charlotta/Data|j.U}}
{{#lsth:GBVS/Charlotta/Data|j.U}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
}}
}}
}}
}}
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|name=König Schild
|name=König Schild
|input=5U
|input=5U
|image=GBVS-Charlotta-5U.png
|image=GBVS-Charlotta-5U.png |caption= For when you’re too cool for normal blocking.
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{#lsth:GBVS/Charlotta/Data|5U}}
{{#lsth:GBVS/Charlotta/Data|5U}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
Puts up a shield that reduces damage by 50%. A slash attack will auto-activate when blocking close-range attacks. 5 frame startup
}}
}}
}}
}}


==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
{{MoveData
|image=GBVS_Charlotta_Throw.png |caption=
|name=Ground Throw
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|LU}}
{{!}}-
{{Description|7|text=
}}
}}
======<font style="visibility:hidden" size="0">Air Throw</font>======
{{MoveData
|image=GBVS_Charlotta_AirThrow.png |caption=
|name=Air Throw
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|j.LU}}
{{!}}-
{{Description|7|text=
}}
}}
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
{{MoveData
|image=GBVS_Charlotta_OverheadAttack.png |caption=
|name=Overhead Attack
|input=
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|MH}}
{{!}}-
{{Description|7|text=
}}
}}
==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Shining Onslaught</font>======
======<font style="visibility:hidden" size="0">Shining Onslaught</font>======
{{MoveData
{{MoveData
|name=Shining Onslaught
|name=Shining Onslaught
|input=[4]6X or 5S
|input=[4]6X or 6S
|image=GBVS_Charlotta_ShiningOnslaught.png |caption=REVOLVER
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
Line 255: Line 315:
{{#lsth:GBVS/Charlotta/Data|[4]6H}}
{{#lsth:GBVS/Charlotta/Data|[4]6H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Advancing move. Performs a rolling attack which causes knockback on hit or block.
* L version: Shorter recovery.
* M version: Longer recovery but more damage and farther range.
* H version: Same range/damage as M, but now with faster startup than L and safe on block. Wallbounces, allowing for combo extensions.
}}
}}
}}
}}
Line 261: Line 325:
{{MoveData
{{MoveData
|name=Holy Ladder
|name=Holy Ladder
|input=[2]8X or 6S
|input=[2]8X or 5S
|image=GBVS_Charlotta_HolyLadder.png |caption=Tall + Proud
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
Line 274: Line 339:
{{#lsth:GBVS/Charlotta/Data|[2]8H}}
{{#lsth:GBVS/Charlotta/Data|[2]8H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
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 is 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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">Sword of Lumiel</font>======
======<font style="visibility:hidden" size="0">Sword of Lumiel</font>======
{{MoveData
{{MoveData
|name=Sword of Lumiel
|name=Sword of Lumiel
|input=214X or 4S
|input=214X or 4S
|image=GBVS_Charlotta_SwordOfLumiel.png |caption= E.Honda?
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
Line 293: Line 364:
{{#lsth:GBVS/Charlotta/Data|214H}}
{{#lsth:GBVS/Charlotta/Data|214H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent.
* L version hits 3 times.
* M version hits 5 times and is plus on block, but can be interrupted due to its longer startup.
* 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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">Nobel Strategy</font>======
======<font style="visibility:hidden" size="0">Nobel Strategy</font>======
{{MoveData
{{MoveData
|name=Nobel Strategy
|name=Noble Strategy
|input=22X or 2S
|input=22X or 2S
|image=GBVS_Charlotta_NobelStrategy.png |caption=Channel your inner Demon Flip
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
Line 311: Line 388:
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Charlotta/Data|22H}}
{{#lsth:GBVS/Charlotta/Data|22H}}
{{!}}-
{{Description|8|text=
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.
}}
}}
======<font style="visibility:hidden" size="0">With Surest Strike!</font>======
{{MoveData
|name=With Surest Strike!
|input=Noble Strategy > No Input
|image=GBVS_Charlotta_WithSurestStrike.png |caption=For they are surely blocking high.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|22X}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Extremely long active frames, working as a meaty off of 2U.
Low-hitting slash follow up. Hitting with this off 22H allows for a combo afterwards.
}}
}}
}}
}}


======<font style="visibility:hidden" size="0">Nobel Strategy Followups</font>======
======<font style="visibility:hidden" size="0">With Flying Nobility!</font>======
{{MoveData
{{MoveData
|name=Nobel Strategy Followups
|name=With Flying Nobility!
|input=During Nobel Strategy > L/M/H
|input=Noble Strategy > L
|image=GBVS_Charlotta_WithFlyingNobility.png |caption=KILLER BEE
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{#lsth:GBVS/Charlotta/Data|22XL}}
{{!}}-
{{!}}-
{{AttackVersion|name=With Surest Strike!|subtitle=No Input}}
{{Description|7|text=
{{#lsth:GBVS/Charlotta/Data|22X}}
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.
}}
}}
======<font style="visibility:hidden" size="0">With Purest Bravery!</font>======
{{MoveData
|name=With Purest Bravery!
|input=Noble Strategy > M
|image=GBVS_Charlotta_WithPurestBravery.png |caption=HELM BREAKER
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{AttackVersion|name=With Flying Nobility!|subtitle=22X > L}}
{{#lsth:GBVS/Charlotta/Data|22XM}}
{{#lsth:GBVS/Charlotta/Data|22XA}}
{{!}}-
{{!}}-
{{AttackVersion|name=With Purest Bravery!|subtitle=22X > M}}
{{Description|7|text=
{{#lsth:GBVS/Charlotta/Data|22XB}}
Air overhead slash attack followup. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs.
}}
}}
======<font style="visibility:hidden" size="0">With Sweetest Skills!</font>======
{{MoveData
|name=With Sweetest Skills!
|input=Noble Strategy > H
|image=GBVS_Charlotta_WithSweetestSkills.png |caption=Forever pure, forever mixup.
|data=
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{AttackVersion|name=With Sweetest Skills!|subtitle=22X > H}}
{{#lsth:GBVS/Charlotta/Data|22XH}}
{{#lsth:GBVS/Charlotta/Data|22XC}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Air command grab follow up. Whiffs on crouching opponents. Landing this off 22H in the corner allows for extremely damaging corner combos.
}}
}}
}}
}}
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|name=Brilliant Moon
|name=Brilliant Moon
|input=236236H or 236S
|input=236236H or 236S
|image=GBVS_Charlotta_BrilliantMoon.png |caption=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{#lsth:GBVS/Charlotta/Data|236236H}}
{{#lsth:GBVS/Charlotta/Data|236236H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
Invulnerable advancing move.
Performs multi-hit attack that deals more damage the closer it hits.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|name=Noble Execution
|name=Noble Execution
|input=236236U or 63214S
|input=236236U or 236S+U
|image=GBVS_Charlotta_NobleExecution.png |caption= Be careful who you call smol in academy.
|image2=GBVS_Charlotta_NobleExecution2.png |caption2= CAPTAIN SWOOORD
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
Line 363: Line 486:
{{#lsth:GBVS/Charlotta/Data|236236U}}
{{#lsth:GBVS/Charlotta/Data|236236U}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
Invulnerable. Perform an upward slash followed by a powerful downward swing. Damage will be enhanced when connected from the first strike.
}}
}}
}}
}}

Revision as of 18:22, 18 February 2020

GBVS Charlotta Nameplate.png
GBVS Charlotta Portrait.png
Health
Prejump
Backdash


Overview

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.

 Charlotta  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 214M.
  • Annoyingly long range for her size.
  • [2]8X is both difficult to punish and a strong option for ending combos
  • Very high corner damage.
  • Mad cute.
  • Somewhat stubby normals.
  • No way to deal with projectiles.


Normal Moves

c.L
c.L
GBVS Charlotta cL.png
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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 6 +2 +6 0
GBVS Charlotta cL.png
GBVS Charlotta cL Hitbox.png


c.M
c.M
GBVS Charlotta cM.png
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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 6 3 16 -4 0 2
GBVS Charlotta cM.png
GBVS Charlotta cM Hitbox1.pngGBVS Charlotta cM Hitbox2.png
Frame 6 • Frame 7~8
c.H
c.H
GBVS Charlotta cH.png
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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 9 6 15 -2 +2 4
GBVS Charlotta cH.png
GBVS Charlotta cH Hitbox1.pngGBVS Charlotta cH Hitbox2.pngGBVS Charlotta cH Hitbox3.png
Auto Combo
Auto Combo
GBVS Charlotta cXX.png
GBVS Charlotta cXXX.png
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
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 3 15 -3 +1 2
GBVS Charlotta cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Charlotta cXXX.png
f.L
f.L
GBVS Charlotta fL.png
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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 15 -5 -1 1
GBVS Charlotta fL.png
GBVS Charlotta fL Hitbox.png
f.M
f.M
GBVS Charlotta fM.png
It is perpetual, it keeps the Sky Realm clean.
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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 3 18 -6 -2 2
GBVS Charlotta fM.png
It is perpetual, it keeps the Sky Realm clean.
GBVS Charlotta fM Hitbox.png


f.H
f.H
GBVS Charlotta fH.png
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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1300 Mid 24 6 18 -5 -1 4
GBVS Charlotta fH.png
GBVS Charlotta fH Hitbox1.pngGBVS Charlotta fH Hitbox2.png
Frame 24~26 • Frame 27~29
2L
2L
GBVS Charlotta 2L.png
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
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0
GBVS Charlotta 2L.png
GBVS Charlotta 2L Hitbox.png
2M
2M
GBVS Charlotta 2M.png
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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 9 5 15 -2 +2 2
GBVS Charlotta 2M.png
GBVS Charlotta 2M Hitbox1.pngGBVS Charlotta 2M Hitbox2.png
Frame 9 • Frame 10~13
2H
2H
GBVS Charlotta 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 [1200] Mid 14 [27] 6 24 -10 [-8] -6 [-4] 3 [4]
GBVS Charlotta 2H.png
GBVS Charlotta 2H Hitbox1.pngGBVS Charlotta 2H Hitbox2.png
Frame 14~16 • Frame 17~19


2U
2U
GBVS Charlotta 2U.png
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
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 9 6 18 -9 HKD 2
GBVS Charlotta 2U.png
GBVS Charlotta 2U Hitbox.png
j.L
j.L
GBVS Charlotta jL.png
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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Charlotta jL.png
GBVS Charlotta jL Hitbox.png
j.M
j.M
GBVS Charlotta jM.png
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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 6 3 Until L 1
GBVS Charlotta jM.png
It's my corner now
GBVS Charlotta jM Hitbox.png
j.H
j.H
GBVS Charlotta jH.png
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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 8 6 2
GBVS Charlotta jH.png
GBVS Charlotta jH Hitbox1.pngGBVS Charlotta jH Hitbox2.png
Frame 8~10 • Frame 11~13
j.U
j.U
GBVS Charlotta jU.png
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.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300,700 High/Air 6 3(4)3 Until L 2
GBVS Charlotta jU.png
GBVS Charlotta jU Hitbox1.pngGBVS Charlotta jU Hitbox2.png
Frame 6~8 • Frame 13~15


Unique Action

König Schild
König Schild
5U For when you’re too cool for normal blocking.
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
5U
Königsschild
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Unblockable 6 18 25 2
GBVS Charlotta 5U.pngGBVS Charlotta 5UAttack.png
Ever wanted to play Linne and Hakumen at the same time?


Puts up a shield that reduces damage by 50%. A slash attack will auto-activate when blocking close-range attacks. 5 frame startup

Universal Mechanics

Ground Throw
Ground Throw
GBVS Charlotta Throw.png
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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0,4
GBVS Charlotta Throw.pngGBVS Charlotta BackThrow.png
neutral/forward • back
GBVS Charlotta Throw Hitbox.png


Air Throw
Air Throw
GBVS Charlotta AirThrow.png
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.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD 0,4
GBVS Charlotta AirThrow.png
GBVS Charlotta AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Charlotta OverheadAttack.png
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
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 3 20 -4 +1 4 4-31Throw
10-31Low
9-30Airborne
GBVS Charlotta OverheadAttack.png
GBVS Charlotta UOH Hitbox.png


Special Moves

Shining Onslaught
Shining Onslaught
[4]6X or 6S REVOLVER
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
L


[4]6L
L Shining Onslaught
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 11 16 8 -4 0 3
GBVS Charlotta 46X.png
"Blanka Ball" (but actually Sumo Headbutt)
GBVS Charlotta 46X Hitbox.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
Clash Level 1
20F recovery on hit/block
M


[4]6M
M Shining Onslaught
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1400 Mid 15 16 8 -10 KD 4
GBVS Charlotta 46X.png
"Blanka Ball" (but actually Sumo Headbutt)
GBVS Charlotta 46X Hitbox.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
Clash Level 3
28F recovery on hit/block
H


[4]6H
H Shining Onslaught
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 11 16 8 -4 HKD 4
GBVS Charlotta 46X.png
"Blanka Ball" (but actually Sumo Headbutt)
GBVS Charlotta 46X Hitbox.png
Cooldown 480F (Technical), Cooldown 600F (Easy)
Clash Level 2
25F recovery on hit/block

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

  • L version: Shorter recovery.
  • M version: Longer recovery but more damage and farther range.
  • 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
Holy Ladder
[2]8X or 5S Tall + Proud
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
L


[2]8L
L Holy Ladder
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500,600 Mid,All 11 4(12)7 23 -8~-11 KD 4 1~10 All
GBVS Charlotta 28X.png
Tall + Proud = "Flash Kick" (but actually Sumo Smash)
GBVS Charlotta 28X Hitbox1.pngGBVS Charlotta 28X Hitbox2.pngGBVS Charlotta 28X Hitbox3.png
Frame 11~12
[2]8H is invulnerable • [2]8L: Frame 13~14
[2]8M/H: Frame 13~18
[2]8H is invulnerable • [2]8L: Frame 27~33
[2]8M: Frame 37~45
[2]8H: Frame 31~39
Cooldown 20F (Technical), Cooldown 200F (Easy)
M


[2]8M
M Holy Ladder
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800,600 Mid,All 11 8(16)11 23 -7~-9 KD 4 1~10 All
GBVS Charlotta 28X.png
Tall + Proud = "Flash Kick" (but actually Sumo Smash)
GBVS Charlotta 28X Hitbox1.pngGBVS Charlotta 28X Hitbox2.pngGBVS Charlotta 28X Hitbox3.png
Frame 11~12
[2]8H is invulnerable • [2]8L: Frame 13~14
[2]8M/H: Frame 13~18
[2]8H is invulnerable • [2]8L: Frame 27~33
[2]8M: Frame 37~45
[2]8H: Frame 31~39
Cooldown 20F (Technical), Cooldown 200F (Easy)
H


[2]8H
H Holy Ladder
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
100×8,600 Mid 11 1×8(12)9 23 -7~-9 HKD 4 1~18 All
GBVS Charlotta 28X.png
Tall + Proud = "Flash Kick" (but actually Sumo Smash)
GBVS Charlotta 28X Hitbox1.pngGBVS Charlotta 28X Hitbox2.pngGBVS Charlotta 28X Hitbox3.png
Frame 11~12
[2]8H is invulnerable • [2]8L: Frame 13~14
[2]8M/H: Frame 13~18
[2]8H is invulnerable • [2]8L: Frame 27~33
[2]8M: Frame 37~45
[2]8H: Frame 31~39
Cooldown 480F (Technical), Cooldown 600F (Easy)

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 is 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.

Sword of Lumiel
Sword of Lumiel
214X or 4S E.Honda?
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
L


214L
L Sword of Lumiel
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×2,400 Mid 7 2(8)2(8)2 15 -2 +2 2
GBVS Charlotta 214X.png
"Hundred Hand Slap" (but actually Hundred Hand Slap)
GBVS Charlotta 214X Hitbox1.pngGBVS Charlotta 214X Hitbox2.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
M


214M
M Sword of Lumiel
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×5 Mid 18 42 12 +1 +5 2
GBVS Charlotta 214X.png
"Hundred Hand Slap" (but actually Hundred Hand Slap)
GBVS Charlotta 214X Hitbox1.pngGBVS Charlotta 214X Hitbox2.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
H


214H
H Sword of Lumiel
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×5 Mid 13 2(8)2(8)2(8)2(8)2 9 +4 +8 2
GBVS Charlotta 214X.png
"Hundred Hand Slap" (but actually Hundred Hand Slap)
GBVS Charlotta 214X Hitbox1.pngGBVS Charlotta 214X Hitbox2.png
Cooldown 480F (Technical), Cooldown 600F (Easy)

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

  • L version hits 3 times.
  • M version hits 5 times and is plus on block, but can be interrupted due to its longer startup.
  • 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.
Nobel Strategy
Noble Strategy
22X or 2S Channel your inner Demon Flip
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
L
M
H

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!
With Surest Strike!
Noble Strategy > No Input For they are surely blocking high.
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
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)
  • Extremely long active frames, working as a meaty off of 2U.

Low-hitting slash follow up. Hitting with this off 22H allows for a combo afterwards.

With Flying Nobility!
With Flying Nobility!
Noble Strategy > L KILLER BEE
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

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!
With Purest Bravery!
Noble Strategy > M HELM BREAKER
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

Air overhead slash attack followup. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs.

With Sweetest Skills!
With Sweetest Skills!
Noble Strategy > H Forever pure, forever mixup.
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

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
Brilliant Moon
236236H 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
236236H
Brilliant Moon
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3500→2500 Mid 8+5 2×10 14 -20 HKD 4 1~14All
GBVS Charlotta 236236H Start.pngGBVS Charlotta 236236H.png
GBVS Charlotta 236236H Hitbox.png
Clash Level 25 (Technical), Clash Level 20 (Easy)
38F recovery on block/hit


Invulnerable advancing move. Performs multi-hit attack that deals more damage the closer it hits.

Super Skybound Art

Noble Execution
Noble Execution
236236U or 236S+U Be careful who you call smol in academy. CAPTAIN SWOOORD
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
236236U
Noble Execution
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 Mid,All 8+3 11(10)17 20 -18 HKD 4 1~21All
GBVS Charlotta 236236U.pngGBVS Charlotta 236236U Finish.png
GBVS Charlotta 236236U Hitbox1.pngGBVS Charlotta 236236U Hitbox2.pngGBVS Charlotta 236236U Hitbox3.pngGBVS Charlotta 236236U Hitbox4.pngGBVS Charlotta 236236U Hitbox5.png
Frame 11~21 • Frame 32~33 • Frame 34~36 • Frame 37~38 • Frame 39~48
Clash Level 35 (Technical), Clash Level 30 (Easy)
Damage of the non-cinematic downward slash:2000


Invulnerable. Perform an upward slash followed by a powerful downward swing. Damage will be enhanced when connected from the first strike.

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.