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.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Königsschild

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 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

Air Throw

Overhead Attack

Special Moves

Shining Onslaught GBVS Charge.png

[4]6X 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
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 GBVS Parry.png

[2]8X 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
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 GBVS Flurry.png

214X or 4S

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 GBVS Leap.png

22X or 2S

With Surest Strike!

Noble Strategy > No Input

With Flying Nobility!

Noble Strategy > L

With Purest Bravery!

Noble Strategy > M

With Sweetest Skills!

Noble Strategy > H

Skybound Art

Brilliant Moon

236236H or 236S

Super Skybound Art

Noble Execution

236236U or 236S+U

External References

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.