Overview
Charlotta is a rushdown character who excels at applying pressure at close range using various advancing attacks with high damage to boot. Her quick jumps are both strong in offense and defense, allowing her to overwhelm the opponent and get out of situations nimbly. These strengths make Charlotta excellent at capitalizing off the smallest mistakes and snowball her opponents at a moment’s notice.
Charlotta is a rushdown character with plenty of tools to pressure the opponent at close range.
- Above average damage: With a lot of corner carry, the ability to use two specials in one combo even midscreen, and an easier time achieving successful jump-ins, Charlotta’s damage output is generally higher compared to the rest of the cast.
- Strong pressure and okizeme: She has many ways to pressure and stay in thanks to advancing normals and specials such as Sword of Lumiel. On knockdowns, her Noble Strategy brings a variety of ways to mix and open your opponent up which gets especially dangerous in the corner.
- Awkward to fight: Her fast jumps and burst range forces your opponent to play patient and react quick or get snowballed in a matter of seconds. Additionally, her reversals and supers can be awkward to punish. She also has a tendency to fall out of combos that would work on most others in the cast thanks to her fall speed.
- Good jumps: Her fast fall speed means anti airing Charlotta is harder than most. The shorter jump-arc also makes her cross-up game stronger. Characters who can’t rely on anti airing with a reversal can get overwhelmed quick, especially once you bring her Noble Strategy into the mix.
- Somewhat stubby normals: Most other characters have pokes that outrange Charlotta’s pokes, with the exception of her f.H which is too slow to be reliably used in neutral.
- Slower reversal: Holy Ladder is one of the few slower, non-metered reversals in the game. It is susceptible to being low-profiled and as a result allows other characters to pressure her easier, especially those who can play around both weaknesses.
- Struggles vs zoning: Since she has no fireball of her own, she has trouble dealing with projectiles in general.
- Awkward anti-airs: Her 2H is very slow. This means she often has to rely on other tools to anti air like Holy Ladder or 5U which generally net her less reward, or use c.H which is a proximity normal that only triggers if the opponent is close enough.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 5 | 3 | 6 | +2 | +6 |
Charlotta’s fastest button and standard pressure tool.
- Combos and frame-traps into itself, 2L, f.L, and c.M.
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 6 | 3 | 16 | -4 | 0 |
Good to keep yourself close to the opponent as it is an advancing normal and has a large activation range. Only real downside is that it’s -4 on block so it’s not recommended for pressure resets.
- As fast as her 2L or f.L.
- Advancing, so Charlotta can do two lights on hit or block with run momentum and still connect a c.M afterwards allowing her to continue her pressure up close and follow up with Sword of Lumiel 214X
GuardMidStartup13Recovery9Advantage+4.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 9 | 6 | 15 | -2 | +2 |
Her highest damage grounded punish starter.
- Situational anti air due to being quicker than 2H. The hitbox however does not extend behind her, meaning it tends to miss vs cross-up jumps.
- Active for 6 frames means it can be made plus if it hits meaty.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 350 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 350 | Mid | 12 | 3 | 18 | -4 | 0 |
Standard autocombo, generally here to give you time to confirm your hits or just as combo filler. For Charlotta specifically it helps you charge your Shining Onslaught [4]6XGuardMidStartup11Recovery8Advantage-4 or Holy Ladder [2]8X[[File:|130x200px]]GuardMid,AllStartup11Recovery23Advantage-8~-11 in the middle of combos.
- Can be used for corner carry especially in tandem with Sword of Lumiel 214X
GuardMidStartup13Recovery9Advantage+4.
- See’s occasional use after hitting close normals at max range to ensure you’re close enough to the opponent so that 214H > f.M still connects.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 15 | -5 | -1 |
A standard far reaching light. Main usage is confirming after hitting your opponent with one or two 2L, and sometimes for punishes where f.M is too slow.
- Combos into from 214M on crouching opponents.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 3 | 18 | -6 | -2 |
A strong far reaching normal thanks to its quick startup and nice reach.
- Your go to combo extender in many situations such as after 214H, or far reaching wallbounces.
- Useful for maintaining pressure and forcing respect after 214M on block.
- Combos into from 2L on crouching opponents.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 24 | 6 | 18 | -5 | -1 |
One of the farthest reaching far normals in the game. Though with long startup it needs to be used sparingly. Main purpose is to counter-poke slower buttons or when your opponent misjudges your range and gets too comfortable at a distance.
- Higher Clash Level than most other f.H's, meaning it crushes them outright instead of clashing which helps in its usage as a counter-poke.
Level | Attribute |
---|---|
4 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 6 | +2 | +6 |
2L is Charlotta's traditional low option. It has a good range for a 2L, and thanks to the range of her c.M sees a lot of usages in her pressure game.
- Combos into f.L and c.M on standing hit, f.M on crouching hit
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 9 | 5 | 15 | -2 | +2 |
2M is a bit slower than her f.M, but since it is an advancing normal that is very active and -2 on block at worst it can be a good pressure tool.
- Combos into f.L and c.M on standing counterhit, and f.M on crouching counterhit.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 [1200] | Mid | 14 [27] | 6 | 24 | -10 [-8] | -6 [-4] |
A slow anti air that sees occasional uses if you are ready for your opponents jump or if your Holy Ladder [2]8X[[File:|130x200px]]GuardMid,AllStartup11Recovery23Advantage-8~-11 is on cooldown. Reaches a bit behind her head unlike her c.H. Can be used to catch extended buttons when f.H is too slow. Does more damage and moves Charlotta forward slightly when charged.
Level | Attribute |
---|---|
3 [4] |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 9 | 6 | 18 | -9 | HKD |
2U is an advancing sweep that gives a hard knockdown. It is unsafe on block so make sure you special cancel this if the opponent blocks it. An easy cancel is 214H as it will combo if the sweep hits, and leave you plus if it is blocked, allowing you to extend your pressure.
- Her farthest reaching low button.
- Good for picking up wallbounces from further away as it moves you closer to the opponent unlike f.M, which is necessary if you’re trying to end your combo with Holy Ladder [2]8X[[File:|130x200px]]GuardMid,AllStartup11Recovery23Advantage-8~-11.
Level | Attribute |
---|---|
2 |
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 5 | Until L | 0 |
A normal jump light.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
550 | High/Air | 6 | 3 | Until L |
Charlotta's established cross-up jump normal. Since her jump-arc works very well for cross-ups, it is a valuable tool in her kit.
Level | Attribute |
---|---|
1 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 8 | 6 |
Charlotta's go to jump normal. Has a nice range and speed.
Level | Attribute |
---|---|
2 |
j.U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
300,700 | High/Air | 6 | 3(4)3 | Until L |
Slashes diagonally above Charlotta, making this a useful air-to-air tool. This can hit standing opponents once, but it will whiff against all crouchers. The tall characters in the cast can get hit twice by it while standing which is a strong double overhead option that can catch people off-guard, but is generally hard to land properly without a knockdown/setup.
Level | Attribute |
---|---|
2 |
Unique Action
Königsschild
5U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Unblockable | 6 | 18 | 25 |
5U consists of two parts, a Parry and a Counter that automatically follows up if the opponent is close enough.
Parry: Parries all moves on frames 6-23 except for throws, (Super) Skybound Arts or OD activation, 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.
Counter: If the opponent is close enough when their move is parried, a Counter slash automatically activates for 1500 damage, a side switch, and a hard knockdown. If your opponent is out of range for the Counter to activate, they get staggered leaving you slightly plus but only when using moves with strike property. Parried projectiles at a distance will not affect your opponent.
- Fairly reliable anti-air, as it is fast and will trigger even against jump normals from far above or behind you.
- Do not bother using it vs fireballs at a distance where the Counter doesn’t trigger, since you’re just taking unnecessary damage and can still be punished afterwards.
- With 6 frames of startup it is slower than c.L, so not recommended to prioritize when you need something to mash out of pressure. However, it can still find use in certain pressure strings where you’re too far away from your opponent for close normals to trigger or vs setplay specials such as
Zooey’s Sweeping Beam
GuardAllStartup71RecoveryTotal 44Advantage-.
Level | Attribute |
---|---|
2 |
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 | HKD | HKD |
- Forward: Launches the opponent very far for a lot of corner carry. Allows for proper meaties afterwards.
- Backward: Leaves opponent directly behind you.
Level | Attribute |
---|---|
0,4 |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Airthrow | 5 | 5 | Until L+6 | HKD | HKD |
Level | Attribute |
---|---|
0,4 |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 3 | 20 | -4 | +1 | 4-31Throw 10-31Low 9-30Airborne |
Advancing, so its reach can catch people off guard.
- On counterhit, c.H into her SSBA Noble Execution 236236U
GuardMid,AllStartup8+3Recovery20Advantage-18 barely doesn't reach and requires either 1 autocombo after the c.H or a microwalk before it for 170 damage more (The difference isn't worth the risk of messing it up).
Level | Attribute |
---|---|
4 |
Special Moves
Shining Onslaught
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
[4]6L | 1000 | Mid | 11 | 16 | 8 | -4 | 0 | |
[4]6M | 1400 | Mid | 15 | 16 | 8 | -10 | KD | |
[4]6H | 1200 | Mid | 11 | 16 | 8 | -4 | HKD |
- Takes 30 frames to charge.
A fast and advancing charge move that bounces off the opponent on hit or block. Charlotta’s go to special cancel to confirm hits from her pokes. Thanks to the fast nature of Shining Onslaught your opponents will be forced to play around the move, meaning they will either take it slow, position themselves at a distance where they can safely react to it, or risk getting hit by it. Though once it’s on cooldown that threat is gone and Charlotta loses the ability to confirm most of her pokes without spending meter, making her neutral a lot less threatening. Additionally, very fast on whiff.
- [4]6L
- Short travel distance.
- Safe on block.
- Leaves standing on hit.
- +4 on counterhit (crouching counterhit will combo into c.L in the corner)
- Doesn't bounce her as high after hitting the opponent, meaning it avoids Cagliostro's Air Mehen
GuardMidStartup39RecoveryUntil L+4Advantage- unlike the other two versions.
It’s 0 on hit, but since you’re usually more ready for it than your opponent it’s often still your turn afterwards.
- [4]6M
- Long travel distance, but slower startup.
- Knocks down on hit, and wallbounces on counterhit.
- Punishable on block by most of the cast. Some can always punish, for others it’s spacing dependent, while a few can’t punish it at all unless they block it in the corner.
- [4]6H
- Long travel distance.
- Safe on block.
- Gives a hard knockdown and wallbounces.
- Confirms from all your pokes at most ranges.
The version you usually want to confirm into, as landing it means you are now in and can start pressuring your opponent from up-close.
Version | Level | Attribute |
---|---|---|
[4]6L | 3 | |
[4]6M | 4 | |
[4]6H | 4 |
[4]6L:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
- Clash Level 1
- 20F recovery on hit/block
[4]6M:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
- Clash Level 3
- 28F recovery on hit/block
[4]6H:
- Cooldown 480F (Technical), Cooldown 600F (Easy)
- Clash Level 2
- 25F recovery on hit/block
Holy Ladder
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
[2]8L | 500,600 | Mid,All | 11 | 4(12)7 | 23 | -8~-11 | KD | 1~10 All |
[2]8M | 800,600 | Mid,All | 11 | 8(16)11 | 23 | -7~-9 | KD | 1~10 All |
[2]8H | 100×8,600 | Mid | 11 | 1×8(12)9 | 23 | -7~-9 | HKD | 1~18 All |
Charlotta’s invincible reversal and another charging move in her kit. A rising attack that comes back down with another attack. With 11 frames of startup it is one of the few slower reversals in the game, but on the positive side it’s harder to punish than most others as it pushes your opponent out and is only -7 or -8 if crouch blocked (higher if stand blocked) meaning your punishment for using it on block tends to be lower than average. Bigger punishes are possible, however easier to mess up.
- Good anti air option. Easy input can be used for reaction anti airs when you weren’t charging it beforehand.
- Good combo ender. Especially [2]8H as it takes a while to finish allowing your cooldowns to come back. It also leads to easy safejumps afterwards to keep your offense going.
- Technical input launches the opponent less which means hitting [2]8H allows for cross-up safejumps, making it very strong when landing it while you’re cornered.
Version | Level | Attribute |
---|---|---|
[2]8L | 4 | |
[2]8M | 4 | |
[2]8H | 4 |
[2]8L:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
[2]8M:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
[2]8H:
- Cooldown 480F (Technical), Cooldown 600F (Easy)
Sword of Lumiel
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 200×2,400 | Mid | 7 | 2(8)2(8)2 | 15 | -2 | +2 | |
214M | 200×5 | Mid | 18 | 42 | 12 | +1 | +5 | |
214H | 200×5 | Mid | 13 | 2(8)2(8)2(8)2(8)2 | 9 | +4 | +8 |
Unleashes consecutive slashes while moving forward slightly. Safe on block and keeps you close to your opponent. Good combo and pressure tool. Does nice chip damage too.
- 214L
- Hits 3 times.
- Slightly minus on block.
Leaves Charlotta fairly close to the opponent, oftentimes close enough to perform c.M. Doesn’t lead to much even on hit and doesn’t see much use in general but can trip up opponents who aren’t ready for it, especially those with slower than average normals like Ferry or
Metera.
- 214M
- Hits 5 times.
- On whiff, the move cancels after 3 slashes.
- Plus on block.
Can be interrupted due to its longer startup. If the opponent spotdodges it, you will lose your turn as a result. On block, leaves Charlotta much further away from the opponent. Using f.M after it is blocked is a good way to force your opponent to respect your plus frames. Combos into f.L on crouching hit.
- 214H
- Hits 5 times.
- Even more plus on block.
Faster startup than 214M. Combos into f.M on hit and 2U on crouching hit for a hard knockdown.
In order: L, M, H.
Version | Level | Attribute |
---|---|---|
214L | 2 | |
214M | 2 | |
214H | 2 |
214L:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
214M:
- Cooldown 20F (Technical), Cooldown 200F (Easy)
214H:
- Cooldown 480F (Technical), Cooldown 600F (Easy)
Noble Strategy
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
26 |
Movement and pressure tool. Can be followed up by various additional actions. Great for closing distance, calling out fireballs, or resetting pressure from afar, but is very vulnerable to anti-airs. If you can’t anti air it in time it is generally advised to block this low since the reward she gets off the overhead followup is considerably lower than if she catches you standing.
- 22L
- Jumps upwards at a sharp arc that does not cross-up in most cases.
- Be careful with the followups, since they can hit higher than on the other jumps meaning you will be more minus as a result.
- 22M
- Jumps further and at a lower arc. Will cross-up if done close to the opponent.
- Generally sees more use than 22L.
- 22H
- Jumps much faster and at same height as 22M.
Level | Attribute |
---|---|
- 22L and 22M: Cooldown 20F (Technical), Cooldown 200F (Easy)
- 22H: Cooldown 480F (Technical), Cooldown 600F (Easy)
With Surest Strike!
Noble Strategy > No Input
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Low | 7afterlanding | -4 | KD |
Low-hitting slash follow up. Usually minus, but thanks to extremely long active frames hitting this meaty can leave you very plus.
- 22H into this move allows for combos afterwards in the corner, and situational midscreen.
Level | Attribute |
---|---|
4 |
With Flying Nobility!
Noble Strategy > L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 9 | +1/+1/+3 | +3/+3/+5 |
Air dive follow up. Used to both combo on hit and continue pressure on block. Generally the safest option out of Noble Strategy thanks to its quick recovery. The lower to the ground you are when hitting an opponent the more plus you are on block.
- Always at least +1 on block out of 22M and 22H due to the jump-arc.
- Can be used as a safejump, so a good option if you anticipate a reversal from your opponent on wakeup.
Level | Attribute |
---|---|
1 |
- On Block and On Hit values in are separated by 22L~L / 22M~L / 22H~L
With Purest Bravery!
Noble Strategy > M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | High/Air | 17 | -3/-3/+1 | KD/KD/HKD |
Air overhead follow up. Stalls momentum for a bit in the air, which can bait out short-reaching anti-airs, especially when done out of 22L.
- 22H into this move makes it +1 on block. Pressing c.M afterwards (or f.L if you’re pushed out too far) is a good way to check your opponents and keeps your pressure going.
Level | Attribute |
---|---|
4 |
- On Block and On Hit values in are separated by 22L~L / 22M~L / 22H~L
With Sweetest Skills!
Noble Strategy > H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 5 | KD |
Air command grab follow up that leads to deadly combos if you ever catch the opponent standing up vs her Noble Strategy.
- Whiffs on crouching opponents.
- Off 22L and 22M leads to combos midscreen and in the corner.
- Off 22H leads to combos in the corner only.
Level | Attribute |
---|---|
0,4 |
Skybound Art
Brilliant Moon
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3500→2500 | Mid | 8+5 | 2×10 | 14 | -20 | HKD | 1~14All |
Charlotta winds up and launches herself forward with a multi-hit attack.
- Invulnerable on startup.
- Useful for punishing fireballs and other whiffed moves on reaction.
- More hits will land the closer you are.
- Awkward to punish on block for characters with stubby normals since Charlotta will bounce back a bit. Can be spotdodged after the super flash for a closer punish, but the timing is strict as it only leaves her -8.
- Technical input launches the opponent less, leading to better oki if you hit it midscreen.
Level | Attribute |
---|---|
4 |
- Clash Level 25 (Technical), Clash Level 20 (Easy)
- 38F recovery on block/hit
Super Skybound Art
Noble Execution
236236U or 236S+U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4500→3500 | Mid,All | 8+3 | 11(10)17 | 20 | -18 | HKD | 1~21All |
Perform an upward slash followed by a powerful downward swing.
- Invulnerable on startup.
- With 11 frames of startup it is just as fast as her Holy Ladder [2]8X[[File:|130x200px]]GuardMid,AllStartup11Recovery23Advantage-8~-11.
- Good anti air as it is air unblockable and reaches very high above her.
- Technical input keeps you closer to the opponent after the cinematic, leading to better oki.
- Deletes your opponent’s health bar.
Level | Attribute |
---|---|
4 |
- Clash Level 35 (Technical), Clash Level 30 (Easy)
- Damage of the non-cinematic downward slash:2000
Colors
