Samurai Shodown/Charlotte

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Charlotte
シャルロット, Sharurotto

Introduction

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.

Strengths Weaknesses
  • Amazing pokes
  • Rock-solid defense
  • Great keepout
  • Struggles at close-range
  • Below-average mobility
  • Gets deflected easily if you’re too predictable

Data

  • Damage Taken: 95%
  • Rage Duration: 12 seconds

Gameplan

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.

Neutral

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.

Okizeme

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

M.DP>whiff reflect>uf.JC

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

Normal Moves

Far Slashes

5A
5A
SS Charlotte 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 10 - - -2 -5 No - - -

A quick, low risk low reward poke to test waters and stop people from approaching. Recovers fast enough to antiair jumpers. Beware of deflect though.


5B
5B
SS Charlotte 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 13 - - -3 -12[-7] No - - -

Similar to 5A, but with slightly more range, damage and recovery. Block adv. in brackets is while opponent is disarmed.


5C
5C
SS Charlotte 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100*80 Mid 18 - - -9 -28[-13] No - - -

Does less damage than 2C and has less range, however in some matchups it's a useful situational preemptive antiair.

Block adv. in brackets is while opponent is disarmed.


2A
2A
SS Charlotte 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 9 - - -5 -5[-9] No - - -

Pretty much the same button as 5A, except slightly lower to the ground. Does not hit low.

Block adv. in brackets is while opponent is disarmed. More disadvantageous due to not recoiling against disarmed opponents.


2B
2B
SS Charlotte 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 12 - - 4 -12[0] No - - -

This is overall Charlotte's best button. It's faster, has more range AND is better on hit than 5B. The money spacing with Charlotte is when you're at tip range of 2B, so that 5B will whiff (and hit people trying to approach). Use this a lot.

Block adv. in brackets is while opponent is disarmed.


2C
2C
SS Charlotte 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100*90 Mid 17 - - -5 -28[-9] No - - -

Has more range than 5C, making this the heavy slash of choice. Despite the animation, this doesn't antiair at all.

Block adv. in brackets is while opponent is disarmed.


Near Slashes

n.5A
n.5A
SS Charlotte n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - - 1 -2 Yes - - -

A quick jab, nothing special. Can be used for tick grabs.


n.5B
n.5B
SS Charlotte n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 12 - - -1 -12[-5] Yes - - -

Your button of choice to combo into or punish the opponent with, if possible. Does more damage than n.2B and comboes into heavy DP. Block adv. in brackets is while opponent is disarmed.


n.5C
n.5C
SS Charlotte n5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100*100 Mid 20 - - -4 -28[-8] No - - -

Worthless as a punish, since n.5B starts faster and leads to more damage. Pretty much no reason to use this ever.


n.2A
n.2A
SS Charlotte n2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - - 2 -1 Yes - - -

Similar to n.5A, slightly slower but also better on block.


n.2B
n.2B
SS Charlotte n2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 7 - - 0 -12[-4] Yes - - -

This move leads to less damage than n.5B but it's also faster, making it crucial in certain punish situations. Due to the high pushback, it does not combo into heavy DP. Block adv. in brackets is while opponent is disarmed.


Kicks

5D
5D
SS Charlotte 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 7 - - -5 -8 No - - -

A very useful hopkick style move. Can be used as a pressure tool (spaced it's up to +0 on block) or to move forward without committing to a dash. Hops over certain lows and grounded Reppuken-style projectiles. Up close however it's punishable, so mind your spacing.


6D
6D
SS Charlotte 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Low 11 - - KD -15 Yes - - -

A knockdown low which is horribly slow and punishable on block. Most useful for its special-cancelability, which can be used to whiffcancel into Splash Fount to chip people out.


2D
2D
SS Charlotte 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 - - -3 -6 No - - -

A quick harrassment low with very good range for a kick button. Good to stop people from doing dash in throw without being vulnerable to a deflect.


3D
3D
SS Charlotte 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 Low 7 - - KD -15 No - - -

Charlotte's best low attack overall, comes out quick and covers a decent amount of space. Can be spaced to be -6 on block.


Dash Normals

66A
66A
SS Charlotte 66A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 5 - - -5 -8 No - - -

Very short horizontal range makes this useless as a ground poke, but it hits very high up, making this a useful situational antiair, especially against people trying to cross you up.


66B
66B
SS Charlotte 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 9 - - -4 -35[-8] No - - -

Pretty much like a quicker but horribly unsafe 5B. Use sparingly.

Block adv. in brackets is while opponent is disarmed.


66C
66C
SS Charlotte 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90*50 Mid 15 - - KD -10 No - - -

Comes out decently quick and doesn't recoil on block, can be surprisingly hard to punish due to only being -10 on block.


66D
66D
SS Charlotte 66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 Low 8 - - KD -14 No - - -

Similar to 3D, except out of a run. Can be spaced to be -7 on block.


Air Normals

j.A
j.A
SS Charlotte jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No - - -

Quick aerial stab, limited usefulness due to low damage while still not being her fastest aerial.


j.B
j.B
SS Charlotte jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 High 10 - - - - No - - -

A great button to space with, hard to beat out and reaches reasonably far.


j.C
j.C
SS Charlotte jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 High 13 - - - - No - - -

The infamous triangle and the reason everyone hates this character. Has a great hitbox both in front of and behind Charlotte for ambiguous left/right mixups, combined with her amazing jump arc this makes it one of her most threatening attacks. You absolutely have to learn how to deep-hit this attack to combo out of it.


j.D
j.D
SS Charlotte jD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No - - -

Low damage, but good horizontal range and her fastest aerial attack. For when you absolutely need the speed to beat someone air-to-air.


Unarmed Normals

u.5S
u.5S
SS Charlotte u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - 3 -3 - - - Yes

Punches you. En français!


u.2S
u.2S
SS Charlotte u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - 2 -7 - - - Yes


ju.S
ju.S
SS Charlotte juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 6 - - - - - - - Yes


u.66S
u.66S
SS Charlotte u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- Mid 6 - - KD -10 - - - Yes

Similar to armed 66A, except it now knocks down on ground hit and is slightly more unsafe on block.


u.66D
u.66D
SS Charlotte u66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- Mid 16 - - KD -14 - - - Yes

While disarmed, Charlotte's 66D turns from a slide into a 2-hit somersault attack. Despite what the animation suggests, this attack is not an overhead anymore like in older games. It still knocks down on hit however.


Universal Mechanics

Guard Break
Guard Break (Throw)
4/6C+D
SS Charlotte 4CD.png
Forward Throw
SS Charlotte 6CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Forward - - 4 - - 20 - - - - -

Universal throw. Can be followed up with an attack.

Back - - 6 - - 25 - - - - -

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Charlotte 5BC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
72 High 20 [24] - - KD -12 - - - -

Universal overhead. Startup in brackets is while unarmed.


Dodge
Dodge
5A+B
SS Charlotte 5AB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Universal dodge.


Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Charlotte 236AB.png
Counter
SS Charlotte u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - - - - - - - -

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed - - - - - - - - - - -

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.


Rage Explosion
Rage Explosion
5A+B+C
SS Charlotte 5ABC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Charlotte Issen.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Has full invulnerability at the beginning and projectile invulnerability all the way through. Can be used as an anti-air. Damage scales based on remaining Rage Explosion Gauge.


Special Moves

Power Gradation
Power Gradation
623S
SS Charlotte 623S.jpg
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 Mid 6 - - KD -37 - - - -

This is a decent anti air and punish tool due to its lightning quick 6f startup. Does not have any kind of invincibility as of patch 1.11.

B 120 Mid 11 - - KD -52 - - - -

As of Patch 1.11, this is now her go to antiair as it has gotten invincibilty against jumping attacks.

C 160 Mid 14 - - KD -63 - - - -

A Combo breaker/Callout button. Has startup invincibility.


Splash Fount
Splash Fount
6S (repeatedly)
SS Charlotte 6S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 Mid 27 - - KD -14 - - - -

Needs 4 slash inputs (A, B or C) to activate. The last button press determines the version. All versions are punishable on block. Outside of chipping people out, this special has incredibly limited usefulness.

B 130 Mid 30 - - KD -21 - - - -
C 160 Mid 34 - - KD -26 - - - -


Tri-Slash
Tri-Slash
236S
SS Charlotte 236S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 50 Mid 40 - - KD -8 - - - -

Quickest startup and slowest travel, but also stops after approximately half a screen. Best used to fake people out who got used to the other two versions. If you hold it, you can antiair people with it who try to jump over it by releasing. Can be held up to 67f.

B 50 Mid 46 - - KD -10 - - - -

Travels almost fullscreen but not quite, medium travel speed. Can be held up to 67f.

C 50 Mid 45 - - KD -13 - - - -

This move travels fullscreen and travels the furthest. Most useful for when you directly want to hit the opponent instead of just pretending to. Can be held up to 67f.

Rage - Mid 45 - - KD -3 - - - -

Heavy version during rage becomes a 3-hit projectile. Limited utility is added from rage, however during Rage Explosion, if the opponent gets hit from a distance, you can link an Issen after the third hit before the attack launches the opponent into the air. Can be held up to 67f.


Bayonet Lunge
Bayonet Lunge
214S
SS Charlotte 214S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 110 Mid 23 - - KD -20 - - - -

A very useful long range poke which cannot be deflected, good to throw out once in a while or to punish people for certain attacks. Due to the deceptively short blockstun (in relation to the animation), people unfamiliar with the character will never punish this.

B 110 Mid 30 - - KD -20 - - - -

Slower and more range than 214A, same frames on block.

C 110 Mid 35 - - KD -25 - - - -

Almost hits fullscreen but is horribly slow and more negative on block. Best used in guaranteed fullscreen punishment scenarios (e.g. Jubei whiffing WFT for whatever reason while you're chilling fullscreen).


Lance De Lion
Lance De Lion
236D
SS Charlotte 236K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50*70 Low 18 - - KD -25 - - - Yes

Side switching low, cannot be bursted on hit. Can be spaced to be -15 on block.


Supers

Weapon Flipping Technique

Splash Gradation
236B+C
SS Charlotte WFT.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
372 Mid 1+7 - - KD -48 - - - -

One of the better WFTs in the game. Short range but comes out very quick and can be used as an antiair. Doesn't disarm on trade however. Available only during Max Rage or Rage Explosion. Disarms on hit.


Super Special Move

La Danse De La Rose
641236C+D
SS Charlotte SSM.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
650 Mid - - - KD -45 - - - -

A pretty standard SSM, nothing too special about this. Best used in guaranteed punishment situations or after deflecting the opponent. Available only once per match.


Combos

List combos, use numpad notation.

Midscreen

  • (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

Corner

  • Guard Break, n.5B xx
  • ... 623S
  • ... WFT

Videos

Colors

SS Charlotte 1.png
SS Charlotte 2.png
SS Charlotte 3.png
SS Charlotte 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora