Dat charlie shit

notes:

s.mp and s.mk are sjc

I want to say that charlie can do c.lp vs a blocked opponent, opponent reacts with njupbck, charlie does jupfwd.lk, call tron, RH banana kick and this will guard break them into the tron rings. Gotta fix my stick before I can test that. I find that often times top tier teams will njupbck vs a low tier team. This option is there to counter that for big life to keep the opponent grounded longer where charlie has some unique tools to work with.

c.lk, c.mk, c.rh on hit. Of course, the opponent can roll and thats what you want. From this range, you can dash facing the wrong direction with some interesting properties. All of this applies to after c.rh.

  • njing, call tron makes tron come out where charlie is rather than where the opponent is going.

  • charge during the combo, and throw the boom as the opponent rolls through his sprite forcing an apex change. If you’re slow on this it won’t right but if timed properly, charlie will throw a boom towards the opponent. I use it for pressure after KD.

  • you can dash facing the wrong way to. If you dash fwd, call tron, the assist will go towards charlie rather than towards the point. However if you dash bck, tron, the assist will come out from behind the opponent as they wake up. When you time this properly with normals, you can force a wake up crossup due to the sandwhich setup.

If the opponent starts to call their helper as they roll, dash back to fake the mixup, dash fwd call tron. What will happen here is you’ll fake the mixup, opponent calls their assist, charlie dashes fwd facing the wrong way still. Because of that, he’ll run away from all AA helpers immediately and they won’t make contact with him. Further more, your tron will still come from behind the opponents point character.

And if the opponent is going to freeze up because of this mixup and the damage potential it has, throw that sucka, bnb+tron.

might make a charlie vid pt.2 since I’m getting more info now. Still haven’t figured out dash, dash boom yet???

charlie vid part 2 material. This is primarily for me so I can see how I can organize it but I know other people play charlie.

so it looks like charlie CAN do dash fwd, dash fwd boom. neutral, 2p’s to dash fwd, immediate dwnbck, once the dash starts animating hit s.lk so you can control the length of the dash, up to this point you have about 80% of charged stored up, crouch dwnbck for the last 20%, neutral, 2p’s to dash fwd, fwd+p.

Pretty intricate for a dash fwd, dash fwd, boom. :looney: @ least its possible now, a homie told you I wouldn’t be able to figure it out but w\e. in ya face matt! you might surf srk one day and read this post.

c.lk, c.mk, c.rh, dash back facing the wrong way, call tron, c.lk, will slide through the opponent. A lot of low tiers can manage this if they have a fast recovering c.rh.

there’s more BK stuff I plan to throw in. Its possible to do BK asap after you jump. it can give you different angles but this has been known since xmen vs sf.

hmm, jupfwd.lk, call tron, BK wiffs backside, tron crosses up, c.lk, link c.lk, c.mk, s.rh, SJC, BK RH wiffs, throw. I think this setup is pretty good on hit. Most people after taking a tron combo into a ground series are going to block which establishes a throw mixup.

i THINK jupfwd.lk, wait j.mk will GB all characters. I need further testing vs another human rather than the cpu but I couldn’t get j.mk, cancel BK to combo into tron rings without the cpu rolling.

charlies LP sonic boom from 20-25% screen seems to be ideal for him. From this range, it gives him the perfect recovery where he can dash in and combo. You can get this range by running in and poke and charge till charlie is about 20-25% screen, cancel boom or you can poke from anywhere and dash boom into the 20-25% range. I think the total window for charlies dash boom is half a dash fwd. Anything past that and the charge window is gone.

I dont play charlie all that often but I THINK he can do BK vs a grounded opponent, opponent blocks and holds up, charlie can do lights before the opponent leaves the ground.

i am going to throw in that charlie setup where he can dodge helpers with BK’s. I think those are hella useful but rather risky. Charlie can use that BK like a really ugly AD. If someone is going to high square jump you, you can sj up, put your normals in the way, then BK back down.

since c.lk, c.mp, can be linked into c.lk, you can use c.mp as a hit confirm into tron.

c.lk, c.mp, hit confirm, call tron, c.lk, c.mk, qcf+pp is a combo.

Pretty happy about the dash, dash boom. That took a while to figure out. I think I’ve been working on that for over a year easy.

corner RH throw, j.lp+tron, j.fp, wait, delay LK bk, s.lp, RH throw, full corner combo is a dead character.

get it while its hot?

[media=youtube]qVavQ-zUy2o[/media]

charlie vid part 2

Nice vid.

Your low flashkicks don’t go very far. LOL. or were doing the LK versions?

yea, those are just LK versions. Thnx for the help on the vid.

No problem.

If you plan on working on another charlie vid, I think it should just be ground game tricks, mixups, fast charges, lockdown, etc. I like the little blockstring part in the video.

little trick I figured out a few days ago. This was inspired by super turbo of all games. So in ST, ryu can do c.mk MEATY, c.rh as a combo. This is only combo’s when the last few hits of c.mk hit meaty, the +frames overlap the recovery and c.rh combo’s.

Charlie in mvc2 can do something similar. say you get a c.rh and they don’t roll, well charlie can do MEATY c.lk, LINK c.lk as a 2 hit combo. You can’t EVER get charlies c.lk to hit twice vs a standing character ever but if the normal hits meaty, it allows another to combo.

I assume other characters will have meaty timing and they don’t even have to be lows.


fun combo for no reason:

c.rh opp doesn’t roll, MEATY c.lk, LINK c.lk, cmp, LINK c.lk, c.rh possibly?

charlie matches:

[media=youtube]hImo4KCJR9w[/media]

[media=youtube]Vce2t79OHWc&feature=related[/media]

[media=youtube]MhvfpemMaMI[/media] starts @ 825

so earlier today I was playing with my homie and I was testing charlies j.rh priority against cammy. charlie fuckin j.rh stuffs cammy’s c.fp!!! not every time but even @ max range for cammy c.fp, its still being beaten. It seems that charlie j.rh has INCREDIBLE priority, I’m going to definitely use it more after testing it today. If charlie can beat cammy’s c.fp, I’m sure he’s going to beat a lot more than just cammy.

I’m almost positive charlie has an infinite on big characters in the corner as well. I need to see that joo clip again but I’m sure it’ll work.

omgad, charlie has a fucking guard break midscreen. Off a specific sequence, charlie can force a guard break. In most low tier fights, the most common defensive tactic is jupbck. You would think all I have to do is air throw him. In actuality, most players tech these and now the scenario is neutral again.

  • most low tier characters can’t force a guard break solo.

  • most low tier characters can’t do an opposite side low as the opponent jupsbck simply because of their dash speed. Not to mention if you have a big character, you can get kicked in the face, free.

  • when the opponent jupsbck, a simple air throw will not work consistently. Tech hit is present @ high level and these type of air throws can be pretty simple to tech.


if charlie does a c.lk and the opponent blocks then does a jupbck after the recovery, charlie can follow up with dash, jupfwd.lk, delay jupfwd.mk, land, c.fp as a guard break. Big combo etc…

this make charlie stand out more than most low tier characters IMO. I tried this with morrigan and I never found a particular angle to get a GB.

You need the jump arc to get a GB, far extending normals, proper delay on normals, dash speed, recovery for a setup. How many low tier characters are going to fit that criteria?

Youre right, in that certain situation when they jump back+block, you can manipulate the frames of their blockstun. Ive tried this with Magneto in some crazy rapid sjc.lk’s while the cpu is blocking aerial, and then I land and wave dash behind them before they land to see if its a g-break. I havent been able to get it, but it seems the positioning and timing are the problem. I think this is because when you do cr.hp the opponent is coming down and is below mid-screen level, which at a certain level you release your block because its anticipating youre landing. Is that what you done? Because all the commands you mention mean you mustve done that really fast.

in the strider thread, you said I didn’t know more than you. Have fun learning by yourself.

within the realm of top tier, jumping upbck is considered pretty good. Really hard for low tiers to guard break solo which charlie is totally capable of. You can stack basic poke pressure with c.lk into c.mp and when the opponent finally decides to jupbck, dash, jupfwd.l[, delay falling j.mk, land, c.fp+assist, air combo. What even makes this a bit harder to deal with is that the opponent has to stay still in which case charlie can then do throw pressure, combo. It makes the opponent really think about moving.

I’ve noted before that charlie can dodge AA’s with a properly timed jupfwd, banana kick. I’ll probably make a little miscellaneous low tier clip and throw that in there. Kinda magneto like in a sense. If you try to jump away from him, he guard breaks you. Instead of a dominant high\low, charlie has the RH throw game and if you try to mash helper on him, jupfwd, banana kick is a low tier equivalent to magneto jumping past a helper and doing air dash dwnfwd+attack.

Some poke strings I was thinking about.

dash in c.lk leads to a few options.

dash c.lk, throw
dash c.lk, pokes series+helper
dash c.lk, c.mp +frame pressure
dash c.lk, c.mk, c.rh, sonic boom

alternatively if you catch someone holding dwn bck, you can implement a banana kick to relayer back in. So you end up seeing layers like dash c.lk, c.mk, c.rh, sonic boom. Then next time its dash c.lk, jup instant banana kick, c.lk, c.mk, c.rh, sonic boom with alternate layers obviously present.

strings I was working on to use banana kick as a pressure extension

dash c.lk, c.mp, banana kick, c.lk, sonic boom, dash c.lk,

dash c.lk, banana kick, c.lk, c.mp, dash back in - if the opponent jumps, guard break. Dodge helper is a possibility and if they stay still, its another layer.

dash c.lk, c.mk, c.rh, LP sonic boom cancel, instant RH banana kick, c.rh, sonic boom, dash in dash out

when you end layers with a sonic boom, RH banana kick put charlie back @ optimal range with a charge again. If the opponent mashes a helper I’m sure you will get popped but these are just layers you can take advantage of if the opponent starts sleeping.

on big characters, I believe charlie has an infinite. he gets that free guard break with jupfwd.lp, jupfwd.mk, c.fp, infinite. If you really wanted to master charlie, I’m sure this is a must since it works on BH as well.

with my charlie\mando duo, I was using RH throw, dash in s.lk+mando, s.mp, qcb+kk, great life but I just found out today that RH throw, dash+mando, s.lk, c.fp, air combo works. Does more life than actually dumping bar. Not even that hard @ all and it should work with other AA’s.

it’s prolly obvious, but i found that calling tron on rings assist right when you land from the air throw takes off a decent chunk since it hits while you tap for the OTG and the relaunch. might not be as effective as what you posted since they got two ways out i.e. teching and rolling, but it might shock people to see where they’re life bar went. dunno.

[media=youtube]hImo4KCJR9w[/media]
[media=youtube]qVavQ-zUy2o[/media]
YouTube - shoultzula’s Channel

here is some material for you to practice and improve. I play charlie ron too and I know a bunch of tricks.