GBVS/Charlotta

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overview
Overview

Charlotta is a rushdown style character who excels at applying pressure at close range using various advancing attacks and movement, while using her small stature to nimbly dodge opponent's offense and keep hers going.

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

Strict with herself, but kind to others, she's earned the trust of all her comrades and possesses superlative martial skills. But she also has a childish side, evidenced by her love of the Little Skyfarer's Lunch, a famed kid's meal popular throughout the skydoms.

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.
Voice:English: Cristina Vee/Japanese: Kaori Nazuka

 Charlotta  Charlotta is a rushdown character with plenty of tools to pressure opponent at close range.

Pros
Cons
  • Monstrous corner okizeme (mix-up) through Noble Strategy.
  • Medium Sword of Lumiel pressure forces the opponent to stay where they are and is an incredible combo tool.
  • Wide attack ranges and advancing normals.
  • Holy Ladder is both difficult to punish and a strong option for ending combos in addition to be a nice reversal option.
  • Several advancing special moves which can make Charlotta difficult to shake off once she has gotten in.
  • Falls faster than most character when jumping, which aids her air-ground mixup.
  • Mad cute.
  • Can still be knocked out at low health on successful parry from her unique (See: Katalina's Light Wall).
  • Slower-than-average reversal/anti-air options.
  • Shorter jump arc than other characters. While good for Charlotta's cross-up, she have to use ground movement or Noble Strategy if she wants to approach quickly from distance.


GBVS Charlotta Nameplate.png
GBVS Charlotta Portrait.png

Normal Moves

c.L
c.L
GBVS Charlotta cL.png
"Put up your dukes!"
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

Strong pressure option that both frame-traps with and combos into itself, 2L, f.L, and c.M.

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

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

c.H
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

Situational use as an anti-air

Auto Combo
Auto Combo
GBVS Charlotta cXX.png
GBVS Charlotta cXXX.png

File:GBVS-Charlotta5AAA.gif Example using 5L string.

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
XXX

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

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

f.M
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

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

f.H
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

Has larger range than it looks because it moves Charlotta forward. It's useful for counter-poking particularly because it has a higher Attack Level than most other f.Hs in the game with the exception of Vaseraga's, meaning it crushes them outright instead of clashing.

2L
2L
GBVS Charlotta 2L.png
Have you business with me? The way yonder's all blocked up you see. By this god-awful statue.
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 is Charlotta's traditional low option. It has a decent amount of range for a 2L.

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 sees a lot of use in pressure, since it is a self-advancing normal that is very safe on block while only having one more frame of startup than f.M has.

2H
2H
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 is decent for catching extended buttons when f.H is too slow. Does more damage and moves Charlotta forward slightly when charged.

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

Self-advancing

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

Can very occasionally hit cross-up.

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

Charlotta's established cross-up jump normal.

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

Can occasionally hit cross-up.

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

Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents (tall opponents can even be hit by both hits), but it will whiff against all crouchers.

Unique Action

Königsschild
Königsschild
5U
GBVS Charlotta 5U.png
For when you’re too cool for normal blocking.
GBVS Charlotta 5UAttack.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

5U has two parts, the Parry and the Counter:

  • Parry: Parries all moves on frames 6-23 except for throws and (Super) Skybound Arts, and reduces the incoming damage by 50%. The damage is affected by Guts, but is not considered chip damage so if you don't have enough HP to take the attack you will still die. Even if the Counter does not come out on a successful parry, Charlotta is still invulnerable for the rest of the duration and +39 as the opponent is staggered.
  • Counter: If the opponent is close enough when their move is parried, a Counter slash automatically activates for damage, a side switch, and a hard knockdown. If the opponent had a normal move parried, they cannot cancel it with anything to retaliate.

5U is a fairly reliable anti-air option, as it will trigger even against jump normals from far above you. However, its horizontal activation range is poor. Regardless, the move can still be used to counter fireballs, as they will activate the Counter If you're close enough.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Charlotta Throw.png
neutral/forward
GBVS Charlotta BackThrow.png
back
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 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

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

Self-advancing

Special Moves

Shining Onslaught
Shining Onslaught GBVS Charge.png
[4]6X or 6S "Blanka Ball" (but actually Sumo Headbutt)
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

Advancing move. Performs a rolling attack which causes a knockback animation if the move is hit or blocked

  • L version: Shortest travel distance, but can be hard to punish on block if spaced properly.
  • M version: Longer travel distance, does more damage, knocks down on hit, and wallbounces on counterhit. In exchange, it's much more punishable on block.
  • H version: Same range/damage as M, but now with faster startup than L and safe on block. Wallbounces, allowing for combo extensions.

Holy Ladder
Holy Ladder GBVS Parry.png
[2]8X or 5S Tall + Proud = "Flash Kick" (but actually Sumo Smash)
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

Invulnerable rising attack that comes back down with a slash attack. The startup frames can't be blocked midair, so it's useful as an anti-air option. Pushes whole roster out of proximity range on L DP if not in corner so can be awkward for people to punish and is a tight timing to punish. L DP is -10 if stand blocked and M DP is -9 if stand blocked. Can also be used as a strong combo ender after anti-airs, [4]6H wallbounces, and 214H juggle when Skybound Art isn't available but be wary of not having it off cooldown when you need it. All versions can link into c.M for combos if rising part whiffs and falling part counterhits on ground. Can situationally link into c.L/c.M juggle if rising part counterhits in air and falling part whiffs.

Sword of Lumiel
Sword of Lumiel GBVS Flurry.png
214X or 4S "Hundred Hand Slap" (but actually Hundred Hand Slap)

In order: 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
L
M
H

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

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

Noble Strategy
Noble Strategy GBVS Leap.png
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
  • 22H into this move allows for a combo afterwards and is also -4 on block instead of -10.

Low-hitting slash follow up. Extremely long active frames, working as a meaty off of 2U where it is plus on block.

With Flying Nobility!
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. Not an overhead, but recovers quickly, so the lower to the ground you are when making contact with an opponent the more plus you are on block.

With Purest Bravery!
With Purest Bravery!
Noble Strategy > M HELM BREAKER (For they are surely blocking low)
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
  • 22H into this move makes it +1 on block

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

With Sweetest Skills!
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 Spinning it out at the speed of sound LET IT RIP
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

Charlotta winds up and launches herself forward with a multi-hit attack that deals more damage the closer it hits. Invulnerable on startup, so useful for punishing fireballs and other whiffed moves on reaction.

Super Skybound Art

Noble Execution
Noble Execution
236236U or 236S+U CAPTAIN SWOOORD 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

Invulnerable. Perform an upward slash followed by a powerful downward swing. Damage will be enhanced when connected from the first strike. The upwards swing actually reaches the top of the screen, so it can be used as an anti-air. It will always trigger the full-damage cinematic when it lands this way.

Navigation

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.