- 1 Introduction
- 2 Data
- 3 Gameplan
- 4 Normal Moves
- 4.1 Far Slashes
- 4.2 Near Slashes
- 4.3 Kicks
- 4.4 Dash Normals
- 4.5 Air Normals
- 4.6 Unarmed Normals
- 5 Universal Mechanics
- 6 Special Moves
- 7 Supers
- 8 Combos
- 9 Videos
- 10 Colors
- 11 External Links
Charlotte plays a very effective low-risk poking game from half-screen, relying mainly on her 5B and 2B as well as her Bayonet Thrust and Tri-Slash special moves to chip away at, and frustrate the opponent. Once they try to jump, her invincible Power Gradation DP is sure to take them out of the skies with style. Tri-Slash can also be delayed to cause people who try to jump it on reaction to land in the projectile’s hitbox instead.
She’s extremely good at sitting on a life-lead and acting as a defensive wall, as trades generally go in her favour, damage-wise. And while she doesn’t have any scary mixups to speak of, she can take a lot of damage off the opponent just by playing the neutral game solidly. Charlotte’s mobility is not the best so she has to rely on her buttons to keep the opponent off of her. This means that she is more prone to getting her weapon deflected than other characters, and with so much of her game centering around having great pokes, being disarmed is quite a price to pay.
- Damage Taken: 95%
- Rage Duration: 12 seconds
Charlotte wants to use her great normals to force opponents to take risks and punish them for it. She doesn't have any gimmicks, so basically play solid and let her kit do the work.
Depending on the opponent, you'll want to use well-placed pokes such as 5b and 2b to annoy the opponent and force them into a bad situation. If opponents don't have amazing projectiles, you can throw trislash to make your opponent want to jump which you can antiair with several moves listed below. You can use 5d to advance without committing to a dash and it's able to hop over some grounded projectiles as well. Use 623A, j.d or j.b to antiair opponents close to you and 5c for further away.
Upon knockdown in the corner, you can position yourself to catch rolls with j.C or stand in a range that covers both getup options with 5b. she also gets to mixup with overheads, empty hops, and grabs. No gimmicks, just good old fashioned mixups.
Corner Safejump Setups vs: Stationary Getup
Note: Safejump setups involving deflect as a framekill setup no longer work after Patch 1.11 due to increased recovery on deflect.
L.DP>back hop>whiff lp>uf J.C (can follow up on landed j.c with L.DP>back hop>repeat safejump)
L.Bayonet Lunge>whiff H.Bayonet Lunge> uf J.C
66C>back hop>whiff L>uf J.C
H.DP>whiff M.Bayonet Lunge>uf J.C (only can stuff dps)
236K to corner>whiff c.M>uf. JC
L.DP from any distance>whiff L.Bayonet Lunge>uf J.C
Corner Safejump Setups vs: Backroll Getup
H.DP>whiff M.Bayonet Lunge>uf.JC (gets you behind dp)
Grab>/dash H>back hop>whiff L>uf J.C
Corner Safejump Setup vs: Forwardroll Getup
M.DP>whiff reflect>uf.JC (can follow up with nj.C, jb.C safejumps endlessly vs fwd rolls and is a left/right)
Midscreen Safejump Setup and Backroll Chase
Grab>66C>run to body and 66K>uf J.C
|Guard Break (Throw)
|Surprise Attack (Overhead)
Counter / Blade Catch
|Counter / Blade Catch
|Lightning Blade (Issen)
5A+B+C during Rage Explosion
Lance De Lion
|Lance De Lion
Weapon Flipping Technique
Super Special Move
|La Danse De La Rose
List combos, use numpad notation.
- (n.5A or n.2A) xx 623S
- (n.5B or n.2B) ...
- ... xx 623S
- ... xx WFT
- ... xx 236D
- Guard Break, ...
- ... dash, WFT
- ... 2C
- ... 66C
- ... 236D
- Guard Break, n.5B xx
- ... 623S
- ... WFT
- Charlotte gameplay trailer by SNK (2019)
- How to play Charlotte by SonicSol (2019)
- Charlotte's Zero To Hero Guide/Tutorial! by Geoff The Hero (2019)