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*C.mk is universal poke with far range and is really annoying | *C.mk is universal poke with far range and is really annoying | ||
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'''Cons:''' | '''Cons:''' | ||
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*CC isn't damaging like other characters. | *CC isn't damaging like other characters. | ||
<br> | |||
==Move Analysis== | ==Move Analysis== | ||
===Normal Moves=== | ===Normal Moves=== | ||
<br> | |||
'''STANDING''' | |||
<br> | |||
*'''s.LP''' - Just a normal standing lp, nothing too special about this, can AA sometimes and you can s.lp walking pressure on whoever cant duck this. | |||
*'''s.MP''' - A really good anti air, he does a quick uppercut. Cancel this ino a sonic boom to keep up pressure. I usually cancel into a lp boom if I AA with this. | |||
*'''s.FP''' - I straight punch that I havent really found much use for. | |||
*'''s.LK''' - A quick kick to the shin, I use this rarely, seems to have decent priority but no range :(. | |||
*'''s.MK''' - Another great anit air when your opponent jumps in fram afar, such as Sagat jumping in with rh. Can cancel into specials. | |||
*'''s.HK''' - Ugly angled kick which is good or anti-air, same uses as s.mk with a little more power behind it. | |||
<br> | |||
'''CROUCHING''' | |||
<br> | |||
*'''cr.LP''' - This is your combo starter. Combo's easily into sonic booms, flash kicks, supers. | |||
*'''cr.MP''' - Limited anti air ability, better to stick with your other choices IMO. Good to cancel into sonic boom for pressure or use in combos. Seems to have ok priority, seems slow to me compared to other characters c.mp's. | |||
*'''cr.FP''' - Probably top ten useless normals in A2. Looks like Guile's godly c.fp from other games but gets beat by everything. I fucking hate this move. | |||
*'''cr.LK''' - I like this normal, cancels easily into booms and supers. Decent range, I like to walk up and poke with this. | |||
*'''cr.MK''' - His best ground all-purpose poke. Great range, speed, hits low, and has great recovery. Quite annoying when playing a Charlie player because this move can very effectively keep you out due to its range. Seems to leave you on even frames, maybe very slight frame advantage. | |||
*'''cr.RH''' - Eh. This move doesnt really suck but really isnt great. Slow coming out and heavy recovery. I really dont use this at all, unless Someone whiffs a dp, etc from afar. | |||
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'''JUMPING''' | |||
<br> | |||
*'''j.HP''' - This move is dope, hella priority, speed, and if done close you get the throw. Best air-to-air period. | |||
*'''j.MK''' - GREAT range on this jump in and pimp cross up, use to punish fireballers, and dont swing if you think a dp is comin, cc their ass on recovery. great jump-in. | |||
*'''j.HK''' - Great jump-in too, good priority and awesome angle. | |||
<br> | |||
===Command Normals=== | ===Command Normals=== | ||
<br> | |||
'''Jump Sobat (b or f + MK)''' - | '''Jump Sobat (b or f + MK)''' - | ||
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'''Spin Back Knuckle (f + HP)''' - | '''Spin Back Knuckle (f + HP)''' - | ||
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===Throws=== | ===Throws=== | ||
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'''Dragon Suplex (b or f + MP or HP)''' - | '''Dragon Suplex (b or f + MP or HP)''' - | ||
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'''Flying Buster Drop (In Air, Back or Forward + MP or HP)''' - | '''Flying Buster Drop (In Air, Back or Forward + MP or HP)''' - | ||
<br> | |||
===Special Moves === | |||
== Special Moves == | <br> | ||
'''Sonic Boom (Charge b, f + P)''' - | '''Sonic Boom (Charge b, f + P)''' - | ||
'''Somersault Shell (Charge d, u + K)''' - | '''Somersault Shell (Charge d, u + K)''' - | ||
<br> | |||
== Super Moves == | === Super Moves === | ||
<br> | |||
'''Sonic Break (Charge b, f, b, f + P, Press Punch rapidly for more hits)''' - | '''Sonic Break (Charge b, f, b, f + P, Press Punch rapidly for more hits)''' - | ||
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'''Somersault Justice (Charge db, df, db, uf + K''' - | '''Somersault Justice (Charge db, df, db, uf + K''' - | ||
<br> | |||
== The Basics == | == The Basics == | ||
== Advanced Strategy == | == Advanced Strategy == | ||
== Combos == | ==Combos == | ||
== Custom Combos == | == Custom Combos == | ||
== Match-ups == | == Match-ups== | ||
===Adon=== | ===Adon=== |
Revision as of 13:04, 30 August 2008
Introduction
Charlie has an incredibly good defense and offense. He has alot of good thing going for him and a few bad, so we will start there.
Pros:
- AA monster, high priority normals for anti-air (s.mp, s.mk, s.hk) as well as lk flash kick which beats anything and his AA cc.
- Great projectile, though its not as good as guile's in other games, not giving frame advantage like guile really, but come out fast and has good speed and trajectory and does allow for combos when thrown from afar.
- C.mk is universal poke with far range and is really annoying
Cons:
- Easy as hell to CC thru his AAs, and due to him being so solid, alot of people will try jump-in CC.
- Outside c.MK his normals are so-so, f+FP is so slow, and other normals are more for AA.
- ACs arent all that great with them being slow and sometimes missing.
- CC isn't damaging like other characters.
Move Analysis
Normal Moves
STANDING
- s.LP - Just a normal standing lp, nothing too special about this, can AA sometimes and you can s.lp walking pressure on whoever cant duck this.
- s.MP - A really good anti air, he does a quick uppercut. Cancel this ino a sonic boom to keep up pressure. I usually cancel into a lp boom if I AA with this.
- s.FP - I straight punch that I havent really found much use for.
- s.LK - A quick kick to the shin, I use this rarely, seems to have decent priority but no range :(.
- s.MK - Another great anit air when your opponent jumps in fram afar, such as Sagat jumping in with rh. Can cancel into specials.
- s.HK - Ugly angled kick which is good or anti-air, same uses as s.mk with a little more power behind it.
CROUCHING
- cr.LP - This is your combo starter. Combo's easily into sonic booms, flash kicks, supers.
- cr.MP - Limited anti air ability, better to stick with your other choices IMO. Good to cancel into sonic boom for pressure or use in combos. Seems to have ok priority, seems slow to me compared to other characters c.mp's.
- cr.FP - Probably top ten useless normals in A2. Looks like Guile's godly c.fp from other games but gets beat by everything. I fucking hate this move.
- cr.LK - I like this normal, cancels easily into booms and supers. Decent range, I like to walk up and poke with this.
- cr.MK - His best ground all-purpose poke. Great range, speed, hits low, and has great recovery. Quite annoying when playing a Charlie player because this move can very effectively keep you out due to its range. Seems to leave you on even frames, maybe very slight frame advantage.
- cr.RH - Eh. This move doesnt really suck but really isnt great. Slow coming out and heavy recovery. I really dont use this at all, unless Someone whiffs a dp, etc from afar.
JUMPING
- j.HP - This move is dope, hella priority, speed, and if done close you get the throw. Best air-to-air period.
- j.MK - GREAT range on this jump in and pimp cross up, use to punish fireballers, and dont swing if you think a dp is comin, cc their ass on recovery. great jump-in.
- j.HK - Great jump-in too, good priority and awesome angle.
Command Normals
Jump Sobat (b or f + MK) -
Step Kick (b or f + HK) -
Spin Back Knuckle (f + HP) -
Throws
Dragon Suplex (b or f + MP or HP) -
Knee Gatling (b or f + MK or HK, Press any button rapidly for more hits) -
Flying Buster Drop (In Air, Back or Forward + MP or HP) -
Special Moves
Sonic Boom (Charge b, f + P) -
Somersault Shell (Charge d, u + K) -
Super Moves
Sonic Break (Charge b, f, b, f + P, Press Punch rapidly for more hits) -
Crossfire Blitz (Charge b, f, b, f + K) -
Somersault Justice (Charge db, df, db, uf + K -
The Basics
Advanced Strategy
Combos
Custom Combos
Match-ups
Adon
Akuma
Birdie
Charlie (self)
Chun-Li
Dan
Dhalsim
Gen
Guy
Ken
M. Bison (dictator)
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief
Characters |
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Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |