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Samurai Shodown VI/Charlotte: Difference between revisions
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{{CharNavbox SSVI}} | |||
[[File:charlotte-select.png|240px|thumb|right]] | [[File:charlotte-select.png|240px|thumb|right]] | ||
__TOC__ | |||
==Introduction== | ==Introduction== | ||
Line 8: | Line 10: | ||
==Data== | ==Data== | ||
*Dash type: Run | *Dash type: Run | ||
*Damage taken: 100% | *Damage taken: 100% (5th Tankiest) | ||
*Rage retention: 195 | *Rage retention: 195 | ||
*Rage duration: 12 seconds | *Rage duration: 12 seconds | ||
==Gameplan== | ==Gameplan== | ||
Poke with your far light and medium slashes, they're all really good. 5B is the winner but 2B is immune to deflects and hits low, meaning your opponent can't time a deflect so absent-mindedly if you're mashing pokes in their face. 2C is another option for poking because that also hits low while travelling further than 2B, but the heavy recoil is pretty risky. At far range Tri-Slash (4 | Poke with your far light and medium slashes, they're all really good. 5B is the winner but 2B is immune to deflects and hits low, meaning your opponent can't time a deflect so absent-mindedly if you're mashing pokes in their face. 2C is another option for poking because that also hits low while travelling further than 2B, but the heavy recoil is pretty risky. At far range Tri-Slash ([4]6S) and Violette Lunge (214S) are both viable options. Tri-Slash is a fireball with slow startup but it takes up plenty of room on the screen, and if your opponent attempts to time their jumps you can simply delay the Tri-Slash by holding the button, then releasing it to catch them falling. If they block Tri-Slash then the long-reaching Violette Lunge will catch impatient opponents. Violette Lunge is also good at catching short rolls, which you might get after they finish getting hit by a Tri-Slash. This pressure is further strengthened in the corner. | ||
Anti-air with 5C and Power Gradation (623S). 5C is a quick, far-reaching anti-air, but it isn't great for close anti-airs because you'll get n5C instead. 623S comes out extremely fast for close anti-airs, although it carries a great deal of risk if you miss it. For air-to-airs Charlotte can bully rather well with jB, as it reaches far and her low, quick jump is perfect for the job. Up close is when Charlotte can start abusing her jC, a crossup that will leave the opponent trapped for at least a mixup. Apply basic hop pressure theory for best results. | Anti-air with 5C and Power Gradation (623S). 5C is a quick, far-reaching anti-air, but it isn't great for close anti-airs because you'll get n5C instead. 623S comes out extremely fast for close anti-airs, although it carries a great deal of risk if you miss it. For air-to-airs Charlotte can bully rather well with jB, as it reaches far and her low, quick jump is perfect for the job. Up close is when Charlotte can start abusing her jC, a crossup that will leave the opponent trapped for at least a mixup. Apply basic hop pressure theory for best results. | ||
Charlotte has multiple effective recoil cancel options. 236A can catch opponents’ attempts to take the momentum back while 236B and C’s initial backwards leaps can catch opponents throwing out high-commitment punish attempts. 236D can also be used as a recoil against opponents who tend to block high in pressure. Be aware however that all of these options are vulnerable to opponents jumping forward and punishing Charlotte with a devastating backhit combo. You can discourage this by recoil canceling into a delayed Tri-Slash to anti-air them or choosing not to recoil and stopping their advance with 5C, jB, or 623S depending on the distance. | |||
Charlotte | The opponent doesn't typically want to tech roll against Charlotte; if they short roll then Violette Lunge can catch them, while long rolls practically invite her to set up Tri-Slashes for free. If the opponent finally decides not to tech and the knockdown was spaced well enough then Charlotte can throw out a rose (4Start) which hits as an overhead. From there she can go for near-unblockable setups, notably with 66C which hits low on the first hit and knocks down on the second. The opponent can avoid this entirely by either running at Charlotte or backdashing away (the option of jumping is stripped away given the rose's high arc, provided you take advantage of the ensuing reset and don't autopilot as they will most likely go for this option, and there's nothing you can do about it because jumps are instant). Against runs Charlotte can simply counter-poke with anything mentioned in the first paragraph, but for backdashes she has Violette Lunge which then leads into her Tri-Slash game. Rose setplay isn't an integral part to Charlotte's game and she doesn't get many opportunities to go for it, but it has the ability to shift the entire match in her favor, or at least give cover to her approach. | ||
Charlotte shines in the corner, where she can severely restrict her opponent’s options. By standing at the tip of 5B’s range, you can threaten to poke them for taking any action on the ground and use jB to stop impatient air escape attempts. Should you get a knockdown in the corner, you can cover multiple wakeup options by holding up-forward and doing a low jC. This will catch short rolls and recover in time to throw long rolls or reposition yourself if they chose not to tech. | |||
==Spirits== | |||
*I Spirit is a viable choice if you don't mind giving up WFT and other defensive mechanics in exchange for damage output. While her hyper slash isn't the furthest reaching it has a good hitbox and can combo easily from backhit jC. | |||
*II Spirit gives Charlotte access to rolls to help with spacing, as well as ducks and hops for evading attacks. She appreciates having a disarmed opponent stay disarmed longer, but you may have trouble landing her weapon flip except in punish situations. | |||
*III Spirit is difficult for Charlotte to use. While she can make space to charge rage pretty easily, the air parry doesn't help her much when she's primarily using her short jump arc to harass grounded opponents or to control space in front of her with jB. | |||
*IV Spirit not only gives her plenty of time to land her WFT but Continuous Slash giving her stronger punishes is useful in matchups where she otherwise has a difficult time catching up. Her continuous slash is on the slower side but is a reliable combo tool from her abusable jC and counterhit jB. Rage explosion and issen can provide another source of burst damage when a quick comeback is needed. | |||
*V Spirit is notable because Charlotte not only already has an easy time finding room to meditate but a glitch involving her rose and Issen makes her State of Nothingness combos quite deadly. | |||
*VI Spirit's Mikiri dodges and Hyper Guard are useful defensive options for Charlotte, but the lowered damage output may be detrimental to her if she can't secure a lifelead. | |||
==Normal Moves== | ==Normal Moves== | ||
===Far Slashes=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_5a | |||
| display = 230x230px | |||
| | | description = | ||
| | A quick forward poke. Has more range than 2B. | ||
}} | |||
{{FrameDataCargo-SSVI | |||
| | | moveId = charlotte_5b | ||
| display = 230x230px | |||
| | | description = | ||
Has the same range as 5A but deals more damage than 2B. This is Charlotte's main grounded poke but abusing it will leave you prone to deflects. Luckily, Charlotte now has a few non-deflectable pokes to back it up. Can whiff on some smaller crouching characters. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_5c | |||
| display = 230x230px | |||
| description = | |||
| | A fast and effective far anti-air. A bit shorter than 5B, so not really used for poking. Hits most grounded opponents on frame 14. | ||
}} | |||
{{FrameDataCargo-SSVI | |||
| | | moveId = charlotte_2a | ||
| display = 230x230px | |||
| description = | |||
5A but faster, hits lower, and better advantage on hit in return for slightly less range. | |||
| | }} | ||
{{FrameDataCargo-SSVI | |||
|} | | moveId = charlotte_2b | ||
| display = 230x230px | |||
| description = | |||
New move. This is a stab to the feet which hits low and is immune to deflects. About the same recovery as 5B and will also recoil on block, but has slightly less range. Will hit at round start. Very useful noncommittal low to police movement and help keep opponents crouch blocking for frame advantage and sneaking in overhead mixups. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_2c | |||
| display = 230x230px | |||
| description = | |||
Charlotte slashes along the ground then upward. Outranges 5C. Hits low and is immune to deflects, with greater reward but worse frame advantage than 2B. Later active frames hit mid but have decent vertical reach. | |||
}} | |||
===Near Slashes=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_n5a | |||
| display = 230x230px | |||
| description = | |||
A quick elbow attack. Special cancelable and combos into 623A. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_n5b | |||
| display = 230x230px | |||
| description = | |||
Standard combo starter and quick punish tool. Can whiff on some smaller crouching characters. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_n5c | |||
| display = 230x230px | |||
| description = | |||
A very slow swipe for big damage. Deals the same damage as n5B 623A, but leaves the opponent standing instead of in soft knockdown. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_n2a | |||
| display = 230x230px | |||
| description = | |||
n5A but lower and not special cancellable. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_n2b | |||
| display = 230x230px | |||
| description = | |||
A bit faster than n5B but deals less damage. | |||
}} | |||
{ | {{FrameDataCargo-SSVI | ||
| moveId = charlotte_n2c | |||
| display = 230x230px | |||
| description = | |||
This is faster than 2C but does not hit low. Large proximity window. Less horizontal range but more vertical reach than 2C, making it a good if risky anti-air for close range situations where you might get n5C instead of 5C. | |||
}} | |||
| | |||
| | |||
===Kicks=== | ===Kicks=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_5d | |||
| display = 230x230px | |||
| description = | |||
A leaping knee attack. Beats throws during its active period but is punishable on hit with, well, a throw. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_6d | |||
| display = 230x230px | |||
| description = | |||
A standing low which knocks down. The recovery is cancellable. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_2d | |||
| display = 230x230px | |||
| description = | |||
A low kick. Slightly faster startup than Charlotte's slashes. Special cancelable for the full move duration including startup. Combos into 623S if close enough. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_3d | |||
| display = 230x230px | |||
| description = | |||
New move. A low-hitting roundhouse sweep rather than a slide. Knocks down. | |||
}} | |||
===Dash Normals=== | ===Dash Normals=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_66a | |||
| display = 230x230px | |||
| description = | |||
Charlotte hooks upward with her palm. Her fastest running antiair, but only 2f active with poor range, damage, and advantage. Charlotte ducks briefly early in startup, but stands again well before the active frames. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_66b | |||
| display = 230x230px | |||
| description = | |||
A running overhead which causes a soft knockdown on hit. Not kara cancellable. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_66c | |||
| display = 230x230px | |||
| description = | |||
A two-hit attack. The first hit is a low while the second is a mid which knocks down. Useful for punishes, mixups and rose unblockables. Immune to deflects. It's possible for the first hit to connect and the second to whiff if done at max distance. Second hit starts frame 14 and reaches head height. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_66d | |||
| display = 230x230px | |||
| description = | |||
A running low slide which causes a soft knockdown on hit. | |||
}} | |||
===Air Normals=== | ===Air Normals=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_ja | |||
| display = 230x230px | |||
| description = | |||
Charlotte stabs forward angled slightly downward. Less damage than jB but faster and more active. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_jb | |||
| display = 230x230px | |||
| description = | |||
Slower jA with the same reach and priority, but it deals more damage. A very strong air-to-air and harassment tool when combined with Charlotte's quick, low jump. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_jc | |||
| display = 230x230px | |||
| description = | |||
Charlotte's infamous crossup jumpin. Hits downwards in front of her, then underneath and slightly behind. Will lead into backhit combos often against opponents trying to contest it. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_jd | |||
| display = 230x230px | |||
| description = | |||
An air-to-air kick which stays out for a while. Hits lower than jA/jB with great active frames. Can stuff anti-jump responses while staying active long enough to hit someone blocking on the way down. | |||
}} | |||
===Unarmed Normals=== | ===Unarmed Normals=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_u5s | |||
| display = 230x230px | |||
| description = | |||
Standing punch. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_u2s | |||
| display = 230x230px | |||
| description = | |||
Crouching punch. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_u66s | |||
| display = 230x230px | |||
| description = | |||
66A but it knocks down. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_u66d | |||
| display = 230x230px | |||
| description = | |||
A two-hit wheel kick. Both hits are overhead and deal the same damage, but this move has been nerfed in that they will not combo into each other, halving its damage output. | |||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_jus | |||
| display = 230x230px | |||
| description = | |||
jA but without the weapon. Move active than jD and hits higher, but worse horizontal range. | |||
}} | |||
===Hyper Slash (I)=== | ===Hyper Slash (I)=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_hs | |||
| display = 230x230px | |||
| description = | |||
Beefed up 5C. Fast for a Hyper Slash, with decent range and damage. More difficult to antiair with than 5C, but nicely rewarding on a good reaction, as a punish, and for crouching/counterhit/backhit combos off jC. | |||
}} | |||
=== | ===Continuous Slash (IV)=== | ||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_cs | |||
| display = 230x230px | |||
| description = | |||
Shares the same animation as n5B. Comboable from backhit jC. Like n5B, this will whiff on some smaller crouching characters. | |||
}} | |||
''' | ===Command Normals=== | ||
{{FrameDataCargo-SSVI | |||
*4B+Start is white and will reach at about where the opponent ends up after | | moveId = charlotte_4start,charlotte_4bstart,charlotte_4cstart,charlotte_4dstart | ||
| display = 230x230px | |||
| description = | |||
Charlotte's taunt is unique in that it's actually an attack. After taking her time to smell a red rose, she then throws it at a high arc for one pixel of damage. This may ring a bell, but it doesn't track like that other move. This rose will not deal any chip damage but it actually registers as an overhead, meaning you can combine it at range with such lows as 66C, 66D and 236D for some TAS unblockables. 66C is your ideal move as it deals two hits, meaning if they block low and eat the overhead they will likely eat the second hit of 66C as well, which can lead into another rose toss if close enough. Charlotte usually won't have the most advantage after setting this up, so if the opponent tries to run at her she can simply opt for a defensive poke instead. The startup is extremely slow but Charlotte can set it up from moves such as a spaced sweep if the opponent doesn't tech roll, which she has decent tools to deal with. This setup is not as feasible when unarmed because 66C is gone and u66D is another overhead, but 236D can make it work even though it launches way too far for it to loop and it will leave you very unsafe if they block low. | |||
<br> | |||
<br> | |||
There are two glitches associated with this move and Issen (IV, V). Firstly, if this move hits the opponent while Issen is active, it will take on the damage and Weapon Gauge properties of the move. This effectively gives you a double Issen, but not necessarily twice the damage given the amount of Weapon Gauge drained from the first hit. Regardless, this can make Charlotte's State Of Nothingness combos hit extremely hard and can be set up from a heavy slash's hitstun. Secondly, if the rose and Issen connect on the same frame then the same glitch will occur, but the opponent will behave as if they got hit by the rose and not by Issen. This means the Issen cinematic will not occur and the opponent will be left standing while Charlotte is stuck in the hit animation. Fortunately, she is fully immune to everything during this period, but the opponent being able to press whatever advantage they please is a pretty big deal. | |||
| description4 = | |||
How Charlotte aims her rose. Different variations of her taunt which successively increase the distance travelled and change the colour. 4Start on its own is generally better for unblockable setplay but these can still help cover Charlotte's approach. | |||
*4B+Start is white and will reach at about where the opponent ends up after Power Gradation. This is best used after a point blank Splash Fount or Violette Lunge which give her some advantage for this to work. | |||
*4C+Start is black and will reach at about the distance a successful Lance De Lion leaves the opponent at. As that move results in a hard knockdown, a setup involving this afterwards is guaranteed. | *4C+Start is black and will reach at about the distance a successful Lance De Lion leaves the opponent at. As that move results in a hard knockdown, a setup involving this afterwards is guaranteed. | ||
*4D+Start is blue and reaches fullscreen, which ends up covering a lot of space in the air while she can occupy the space below it with Tri-Slash or Violette Lunge. | *4D+Start is blue and reaches fullscreen, which ends up covering a lot of space in the air while she can occupy the space below it with Tri-Slash or Violette Lunge. | ||
}} | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_3b | |||
| display = 230x230px | |||
| description = | |||
Her universal overhead from V Special. Charlotte stands in place rather than leaping like most other characters with this sort of move. Links into Power Gradation. | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===Power Gradation=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_623a,charlotte_623b,charlotte_623c | |||
| display = 230x230px | |||
| description3 = | |||
A DP where Charlotte travels straight upward. Strength determines how high she travels and the damage output. Landing this move on the ground will deal more damage than anti-airing with it. Heavier versions deal increasing damage on air hits, but on the ground 623B and 623C have identical damage. On hit the opponent will be pushed far away for a soft knockdown. Stronger versions have much longer recovery; 623A is +23 on short roll after a grounded hit, 623B is +0, and 623C is -10. | |||
623A and 623C are particularly fast and will combo from light hits and your overhead, while 623B is slightly slower. 623C also rises more quickly than the other versions, which combined with its speed and damage makes it worth considering as an antiair when too close for 5C or trying to hit someone higher up. However, the early frames of 623S only hit at ground level, there's a gap in the active frames when she begins rising, and the hitbox doesn't reach above her, so it's prone to getting stuffed by or trading with some jump-in attacks. | |||
}} | |||
===Splash Fount=== | |||
{{FrameDataCargo-SSVI | |||
*236A is a combo tool | | moveId = charlotte_236a,charlotte_236b,charlotte_236c | ||
* | | display = 230x230px | ||
| description3 = | |||
Charlotte's mash special where she runs forward while stabbing in front of her. Strength determines the startup, how far Charlotte leaps back before it's active, how long she rushes for and the recovery. This is mainly a chipping tool and recoil cancel option. This move can be deflected. | |||
*236A is useful both as a combo tool and a spaced recoil cancel. It deals slightly less damage than 623B/C, but it carries both you and the opponent further across the stage and gives better oki. Other strengths will not combo from anything besides deephits. All versions are punishable on air hit. | |||
*Charlotte will only perform the amount of designated hits per strength once she makes contact with the opponent. | |||
}} | |||
===Tri-Slash=== | |||
{{FrameDataCargo-SSVI | |||
*If Charlotte is moved during the delay then the triangle will move with her. | | moveId = charlotte_46a,charlotte_46b,charlotte_46c | ||
*Be very careful that this move doesn't override an intended throw input, because it will. | | display = 230x230px | ||
| description3 = | |||
Charlotte's classic big ass fireball. The new input restricts when you're able to perform it, as Charlotte must charge at least 61f before she can fire one off. Strength determines how far and fast it travels, with 4,6C reaching just short of fullscreen. As usual, you can delay the release by holding down the button, but despite appearances the static triangle will not have a hitbox. Has slow startup meaning it's best used at fullscreen or after a knockdown, which is usually when you can afford to charge safely. If you have the opponent cornered you can run a convincing fireball game starting with this then using Violette Lunge or other good preventative tools to keep them stuck. On hit it results in a soft knockdown, which is perfect for setting it up again. | |||
*If Charlotte is moved during the delay then the triangle will move with her. | |||
*Be very careful that this move doesn't override an intended throw input, because it will. | |||
}} | |||
===Violette Lunge=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_214s | |||
| display = 230x230px | |||
| description = | |||
A poke which reaches instantly over half the stage after a bit of startup. There are no differences between strengths in this game. This has utility as a recoil cancel option, a poke which can't be deflected (although you now have some lows for this purpose) and a means of catching short rolls without much commitment. | |||
}} | |||
===Lance De Lion=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_236d | |||
| display = 230x230px | |||
| description = | |||
A low-hitting slide which is a hitgrab. This is also a combo tool which switches sides but deals the most meterless damage. If successful Charlotte will catch the opponent, then throw the opponent far away for a hard knockdown and very good damage. Charlotte tosses the opponent well over half the stage, so the only shmix you're getting from this is a simple running mixup. Alternatively you can take the initiative to start firing off Tri-Slashes from fullscreen. | |||
*Charlotte will be facing the wrong way a split second after recovering and her inputs will be swapped, so mashing 4C+Start in the new direction may end up activating 6Start instead. | *Charlotte will be facing the wrong way a split second after recovering and her inputs will be swapped, so mashing 4C+Start in the new direction may end up activating 6Start instead. | ||
}} | |||
===Toy Transformation=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_toy | |||
| display = 100% | |||
| description = | |||
<br/> | |||
}} | |||
==Supers== | ==Supers== | ||
===Crystal Rose=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_236ab | |||
| display = 230x230px | |||
| description = | |||
A quick slash in front of her. This can be used as an anti-air as it has some upper-body invulnerability on startup, but it's best used as a combo tool. | |||
}} | |||
===Splash Gradation=== | |||
{{FrameDataCargo-SSVI | |||
| moveId = charlotte_sm | |||
| display = 230x230px | |||
| description = | |||
Charlotte's old WFT from Samurai Shodown II where she draws a seven-pointed star with her rapier. On hit this will launch the opponent far back for a soft knockdown. Will combo from the same things 236AB does but will deal less damage. | |||
}} | |||
==Combos== | ==Combos== | ||
'''Standard Combos''' | '''Standard Combos''' | ||
*'''n5A 623S''' - Light combo. | *'''n5A/2D 623S''' - Light combo. 623A is easier to combo into and gives better frame advantage, while 623B deals slightly more damage. 623C is generally not recommended for combos. | ||
*'''n5B/n2B | *'''n5B/n2B 236A/236D/623B/236AB''' - Basic stuff. 236D deals the most meterless damage but will switch sides. If you don't want this then 236A offers good damage, carry, and frame advantage. 623B does 1 more damage than 236A, but only works at close range and gives much worse oki. | ||
*'''3B, | *'''3B, 623A/C''' - Overhead link. | ||
*'''n2C, 623A/C''' - Corner and counter hit only. | |||
*'''n2C, | |||
*'''3B, n5B/n2B''' - Backhit only. | *'''3B, n5B/n2B''' - Backhit only. | ||
'''Continuous Slash (IV)''' | '''Continuous Slash (IV)''' | ||
*'''A+B BBC | *'''A+B BBC 214S/236AB''' - 236AB doesn't work if your opponent is too far away. 623S is possible from point blank or in corner, but gives worse damage and oki than 214S and is character specific midscreen. | ||
*'''A+B BBC 236D''' - | *'''A+B BBC 236D''' - Character specific. Perfect combo to swap sides with and grants hard knockdown, setting up for Tri-Slash zoning. | ||
'''State Of Nothingness (V)''' | '''State Of Nothingness (V)''' | ||
*'''4Start, 2B, ABC''' - A TAS unblockable you can do on a sitting duck, or at least after a good knockdown. Time the 2B a little so it's ambiguous. | *'''4Start, 2B, ABC''' - A TAS unblockable you can do on a sitting duck, or at least after a good knockdown. Time the 2B a little so it's ambiguous. | ||
*'''(3B, D+E,) n5C, 4Start, ABC''' - A combo which takes advantage of the rose glitch. This requires at least 35% blue life from the n5C hit, and the recommended starter in brackets will guarantee you land it ASAP. Be mindful of the other rose glitch when timing this. | *'''(3B, D+E,) n5C, 4Start, ABC''' - A combo which takes advantage of the rose glitch. This requires at least 35% blue life from the n5C hit, and the recommended starter in brackets will guarantee you land it ASAP. Be mindful of the other rose glitch when timing this. | ||
==Frame Data - Provided by Tekitogate== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Attack !! Startup !! On Hit !! On Standing Block !! On Crouching Block !! Notes | |||
|- | |||
| n5A || 8 || +2 || -2 || +3 || | |||
|- | |||
| n2A || 8 || +3 || -2 || +3 || | |||
|- | |||
| 5A || 11 || -3 || -5 || 0 || | |||
|- | |||
| 2A || 9 || +2 || -5 || 0 || | |||
|- | |||
| 66A || 10 || -4 || -16 || -11 || | |||
|- | |||
| jA || 9 || N/A || N/A || N/A || | |||
|- | |||
| n5B || 12 || 0 || -8 || -3 || | |||
|- | |||
| n2B || 10 || 0 || -8 || -3 || | |||
|- | |||
| 5B || 13 || +2 || -12 || -7 || | |||
|- | |||
| 2B || 13 || +4 || N/A || -7 || | |||
|- | |||
| 66B || 20 || KD || -10 || N/A || | |||
|- | |||
| jB || 12 || N/A || N/A || N/A || | |||
|- | |||
| n5C || 16 || 0~+1 || -20 || -15 || | |||
|- | |||
| n2C || 15 || -2~-1 || -20 || -15 || | |||
|- | |||
| 5C || 11 || -3~-2 || -20 || -15 || | |||
|- | |||
| 2C || 17 || -5~-4 || N/A || -15 || | |||
|- | |||
| 66C || 8 || KD || -24 || -19 || The first hit is a low. Standing block frame data is for the second hit being blocked. | |||
|- | |||
| jC || 15 || N/A || N/A || N/A || | |||
|- | |||
| 3B || 22 || +6 || -6 || N/A || | |||
|- | |||
| 5D || 7 || -4 || -16 || -11 || | |||
|- | |||
| 6D || 13 || KD || N/A || -14 || | |||
|- | |||
| 2D || 7 || -3 || N/A || -2 || | |||
|- | |||
| 3D || 9 || KD || N/A || -16 || | |||
|- | |||
| 66D || 9 || KD || N/A || -19 || | |||
|- | |||
| jD || 9 || N/A || N/A || N/A || | |||
|- | |||
| Hyper Slash || 21 || KD || -55 || -45 || | |||
|- | |||
| Continuous Slash || 11 || N/A || -20 || -15 || | |||
|} | |||
==Colors== | ==Colors== | ||
[[File:charlotte-color.png]] | [[File:charlotte-color.png|x290px]] | ||
==External Links== | ==External Links== | ||
*[https://seesaawiki.jp/w/givingleaf/d/%a5%b7%a5%e3%a5%eb%a5%ed%a5%c3%a5%c8 Seesaa wiki] | *[https://seesaawiki.jp/w/givingleaf/d/%a5%b7%a5%e3%a5%eb%a5%ed%a5%c3%a5%c8 Seesaa wiki] | ||
*[https://youtu.be/-Xy_rjLriFI Quick-start guide and basic combos] | |||
{{CharNavbox SSVI}} | |||
{{Navbox SS6}} | {{Navbox SS6}} | ||
[[Category:Samurai Shodown VI]] | [[Category:Samurai Shodown VI]] | ||
[[Category:Charlotte]] | [[Category:Charlotte]] |
Latest revision as of 18:54, 18 August 2024
Introduction
Tri-Slash is a charge move don't do 236S for Tri-Slash you'll get Splash Fount instead
Apart from a few new inputs Charlotte's specials haven't changed much, but her normals have. Charlotte is mainly reliant on her pokes for offense which meant she was prone to getting deflected in the games prior, but here she has been given low-hitting pokes which avoid deflects entirely, meaning she doesn't have to rely on specials or simply not poke for a second to avoid this issue. You may also be pleased to know that Charlotte now has unblockable setups.
Data
- Dash type: Run
- Damage taken: 100% (5th Tankiest)
- Rage retention: 195
- Rage duration: 12 seconds
Gameplan
Poke with your far light and medium slashes, they're all really good. 5B is the winner but 2B is immune to deflects and hits low, meaning your opponent can't time a deflect so absent-mindedly if you're mashing pokes in their face. 2C is another option for poking because that also hits low while travelling further than 2B, but the heavy recoil is pretty risky. At far range Tri-Slash ([4]6S) and Violette Lunge (214S) are both viable options. Tri-Slash is a fireball with slow startup but it takes up plenty of room on the screen, and if your opponent attempts to time their jumps you can simply delay the Tri-Slash by holding the button, then releasing it to catch them falling. If they block Tri-Slash then the long-reaching Violette Lunge will catch impatient opponents. Violette Lunge is also good at catching short rolls, which you might get after they finish getting hit by a Tri-Slash. This pressure is further strengthened in the corner.
Anti-air with 5C and Power Gradation (623S). 5C is a quick, far-reaching anti-air, but it isn't great for close anti-airs because you'll get n5C instead. 623S comes out extremely fast for close anti-airs, although it carries a great deal of risk if you miss it. For air-to-airs Charlotte can bully rather well with jB, as it reaches far and her low, quick jump is perfect for the job. Up close is when Charlotte can start abusing her jC, a crossup that will leave the opponent trapped for at least a mixup. Apply basic hop pressure theory for best results.
Charlotte has multiple effective recoil cancel options. 236A can catch opponents’ attempts to take the momentum back while 236B and C’s initial backwards leaps can catch opponents throwing out high-commitment punish attempts. 236D can also be used as a recoil against opponents who tend to block high in pressure. Be aware however that all of these options are vulnerable to opponents jumping forward and punishing Charlotte with a devastating backhit combo. You can discourage this by recoil canceling into a delayed Tri-Slash to anti-air them or choosing not to recoil and stopping their advance with 5C, jB, or 623S depending on the distance.
The opponent doesn't typically want to tech roll against Charlotte; if they short roll then Violette Lunge can catch them, while long rolls practically invite her to set up Tri-Slashes for free. If the opponent finally decides not to tech and the knockdown was spaced well enough then Charlotte can throw out a rose (4Start) which hits as an overhead. From there she can go for near-unblockable setups, notably with 66C which hits low on the first hit and knocks down on the second. The opponent can avoid this entirely by either running at Charlotte or backdashing away (the option of jumping is stripped away given the rose's high arc, provided you take advantage of the ensuing reset and don't autopilot as they will most likely go for this option, and there's nothing you can do about it because jumps are instant). Against runs Charlotte can simply counter-poke with anything mentioned in the first paragraph, but for backdashes she has Violette Lunge which then leads into her Tri-Slash game. Rose setplay isn't an integral part to Charlotte's game and she doesn't get many opportunities to go for it, but it has the ability to shift the entire match in her favor, or at least give cover to her approach.
Charlotte shines in the corner, where she can severely restrict her opponent’s options. By standing at the tip of 5B’s range, you can threaten to poke them for taking any action on the ground and use jB to stop impatient air escape attempts. Should you get a knockdown in the corner, you can cover multiple wakeup options by holding up-forward and doing a low jC. This will catch short rolls and recover in time to throw long rolls or reposition yourself if they chose not to tech.
Spirits
- I Spirit is a viable choice if you don't mind giving up WFT and other defensive mechanics in exchange for damage output. While her hyper slash isn't the furthest reaching it has a good hitbox and can combo easily from backhit jC.
- II Spirit gives Charlotte access to rolls to help with spacing, as well as ducks and hops for evading attacks. She appreciates having a disarmed opponent stay disarmed longer, but you may have trouble landing her weapon flip except in punish situations.
- III Spirit is difficult for Charlotte to use. While she can make space to charge rage pretty easily, the air parry doesn't help her much when she's primarily using her short jump arc to harass grounded opponents or to control space in front of her with jB.
- IV Spirit not only gives her plenty of time to land her WFT but Continuous Slash giving her stronger punishes is useful in matchups where she otherwise has a difficult time catching up. Her continuous slash is on the slower side but is a reliable combo tool from her abusable jC and counterhit jB. Rage explosion and issen can provide another source of burst damage when a quick comeback is needed.
- V Spirit is notable because Charlotte not only already has an easy time finding room to meditate but a glitch involving her rose and Issen makes her State of Nothingness combos quite deadly.
- VI Spirit's Mikiri dodges and Hyper Guard are useful defensive options for Charlotte, but the lowered damage output may be detrimental to her if she can't secure a lifelead.
Normal Moves
Far Slashes
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n5A |
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n5B |
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n5C |
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n2A |
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n2B |
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n2C |
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Kicks
5D |
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6D |
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2D |
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3D |
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Dash Normals
66A |
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66B |
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66C |
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66D |
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Air Normals
jA |
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jB |
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jC |
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jD |
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Unarmed Normals
u5S |
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u2S |
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u66S |
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u66D |
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juS |
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Hyper Slash (I)
Hyper Slash
A+B
A+B |
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Continuous Slash (IV)
Continuous Slash
A+B
A+B |
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Command Normals
4Start |
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3B |
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Special Moves
Power Gradation
Power Gradation
623S
623S |
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Splash Fount
Splash Fount
236S
236S |
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Tri-Slash
Tri-Slash
[4]6S
[4]6S |
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Violette Lunge
Violette Lunge
214S
214S |
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Lance De Lion
Lance De Lion
236D
236D |
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Toy Transformation
Toy Transformation
321421E (II)
321421E (II) |
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Supers
Crystal Rose
Crystal Rose
236AB
236AB |
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Splash Gradation
Splash Gradation
632146BC (II), 236BC (VI)
632146BC (II), 236BC (VI) |
---|
Combos
Standard Combos
- n5A/2D 623S - Light combo. 623A is easier to combo into and gives better frame advantage, while 623B deals slightly more damage. 623C is generally not recommended for combos.
- n5B/n2B 236A/236D/623B/236AB - Basic stuff. 236D deals the most meterless damage but will switch sides. If you don't want this then 236A offers good damage, carry, and frame advantage. 623B does 1 more damage than 236A, but only works at close range and gives much worse oki.
- 3B, 623A/C - Overhead link.
- n2C, 623A/C - Corner and counter hit only.
- 3B, n5B/n2B - Backhit only.
Continuous Slash (IV)
- A+B BBC 214S/236AB - 236AB doesn't work if your opponent is too far away. 623S is possible from point blank or in corner, but gives worse damage and oki than 214S and is character specific midscreen.
- A+B BBC 236D - Character specific. Perfect combo to swap sides with and grants hard knockdown, setting up for Tri-Slash zoning.
State Of Nothingness (V)
- 4Start, 2B, ABC - A TAS unblockable you can do on a sitting duck, or at least after a good knockdown. Time the 2B a little so it's ambiguous.
- (3B, D+E,) n5C, 4Start, ABC - A combo which takes advantage of the rose glitch. This requires at least 35% blue life from the n5C hit, and the recommended starter in brackets will guarantee you land it ASAP. Be mindful of the other rose glitch when timing this.
Frame Data - Provided by Tekitogate
Attack | Startup | On Hit | On Standing Block | On Crouching Block | Notes |
---|---|---|---|---|---|
n5A | 8 | +2 | -2 | +3 | |
n2A | 8 | +3 | -2 | +3 | |
5A | 11 | -3 | -5 | 0 | |
2A | 9 | +2 | -5 | 0 | |
66A | 10 | -4 | -16 | -11 | |
jA | 9 | N/A | N/A | N/A | |
n5B | 12 | 0 | -8 | -3 | |
n2B | 10 | 0 | -8 | -3 | |
5B | 13 | +2 | -12 | -7 | |
2B | 13 | +4 | N/A | -7 | |
66B | 20 | KD | -10 | N/A | |
jB | 12 | N/A | N/A | N/A | |
n5C | 16 | 0~+1 | -20 | -15 | |
n2C | 15 | -2~-1 | -20 | -15 | |
5C | 11 | -3~-2 | -20 | -15 | |
2C | 17 | -5~-4 | N/A | -15 | |
66C | 8 | KD | -24 | -19 | The first hit is a low. Standing block frame data is for the second hit being blocked. |
jC | 15 | N/A | N/A | N/A | |
3B | 22 | +6 | -6 | N/A | |
5D | 7 | -4 | -16 | -11 | |
6D | 13 | KD | N/A | -14 | |
2D | 7 | -3 | N/A | -2 | |
3D | 9 | KD | N/A | -16 | |
66D | 9 | KD | N/A | -19 | |
jD | 9 | N/A | N/A | N/A | |
Hyper Slash | 21 | KD | -55 | -45 | |
Continuous Slash | 11 | N/A | -20 | -15 |