GBVS/Charlotta

From Dustloop Wiki
< GBVS
Revision as of 01:39, 21 October 2019 by 101.108.200.145 (talk) (Official description from website)
This page is a work in progress
Charlotta
GBVS Charlotta.png
Movement Options
Jump, Dash Type: Run, Unique
Play-style
Speed-Type, Rushdown, Counter-Hit based, Mid-Range, Charge

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.


 Charlotta -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --


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
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
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.

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 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
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 blocked.

  • L and H version: shorter recovery.
  • M version: longer recovery but larger damage and broader range.
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
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. Performs a rising attack that comes back down with a slash attack. The startup can't be blocked midair, so it's useful as an anti-air option!

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
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.

  • L version hits 3 times. Keeps you close to your opponent after the attack.
  • M and H version hit 5 times.
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
L
M
H

Maneuver move. Can be followed up by various additional actions. L version jumps forward in a low arc. Great for closing distance or jumping over opponents.

Nobel Strategy Followups
Nobel Strategy Followups
During Nobel Strategy > L/M/H
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!
22X > L
With Purest Bravery!
22X > M
With Sweetest Skills!
22X > H

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 63214S Be careful who you call smol in academy.
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.