Street Fighter Alpha 2/Charlie

From SuperCombo Wiki

Overview

Charlie
SFA2 Charlie Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 337.5
Walk Speed Backward: 250
Jump Backward: 49f (3+46+0)
Neutral Jump: 49f (3+46+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 47f
Quick Rise: 20f
Throw Range: 16
Colors
Punch 2 Punches Punch(Auto)
A2 Charlie Color1.png A2 Charlie Color3.png A2 Charlie ColorAuto1.png
A2 Charlie Color2.png A2 Charlie Color4.png A2 Charlie ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

A member of a secret elite military team, Charlie co-piloted a special mission into Thailand along with his long-time friend Guile. The mission backfired, and Charlie and Guile were captured. After escaping the jungle prison, Charlie now seeks the force behind the unrest in Thailand.

Players to watch: Blaze, OCXRIDAH, SketchNYC

Charlie is strong, and can be played aggressively or defensively. 99% of the players you see will be the latter. Though Charlie can be very effective on defense, a well rounded player will learn how to use his entire kit, thus making it harder to adjust to your playstyle. If you can't play him both ways you're bound to run into some problems. So best to try to balance both!

Charlie has an average set of normals, but the best of his buttons are enough to make his character. 2MK is disjointed, fast, and safe. Both of his lights can cancel to Sonic Booms, and make for an excellent abare option when he's being pressured. Charlie is a 4-Frame character, so he isn't outright immune to frametraps, but you'd be surprised how often he can "mash" his way out of a bad spot.

Moveset


Playstyle

A2 Icon Charlie.png Charlie, is...

Strengths Weaknesses
  • Great anti-airs, including AA CC
  • Great fireball & zoning
  • Good normals with far range
  • Great cross-up
  • Good supers, especially Sonic Break
  • Good CC utillity and range
  • Air throw
  • Kick AC and air throw lead to an ambiguous mixup
  • Has trouble against jump-in CC
  • Slower normals
  • Punch AC is one of the worst ACs in the game, both ACs are slow
  • Low damage CC
  • Slow and punishable overhead, even on hit
  • No meterless fully invincible reversals

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, August 2022

Standing

st.Lp.png

A2 Charlie st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lk.png, cr.Lp.png & cr.Lk.png.

Nothing too special about this, can AA sometimes and you can st.lp walking pressure on whoever can't duck this.

st.Mp.png

A2 Charlie st.mp 1.png
A2 Charlie st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1], 7[1] 6, 6 5 2(0)6 -5 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancellable.

A really good anti-air, he does a quick uppercut. Cancel this into a Sonic Boom to keep up pressure. I usually cancel into a Lp.png Boom if I AA with this. Can be linked from either st.lp or cr.lp.

st.Hp.png

A2 Charlie st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 8 4 -2 2/5/9 Mid.png -

st.Lk.png

A2 Charlie st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0] 3 7 4 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

A quick kick to the shin. Use this rarely, seems to have decent priority but no range.

st.Mk.png

A2 Charlie st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 7 5 -13 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Another great anti-air when your opponent jumps in fram afar.

st.Hk.png

A2 Charlie st.hk 1.png
A2 Charlie st.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2], 13[2] 8, 8 9 5(0)3 -1 2/5/9 Mid.png Supercancel.png
  • First hit is super cancellable.
  • Hits 1 time.

Angled kick which is good as an anti-air, same uses as st.mk with a little more power behind it.

Crouching

cr.Lp.png

A2 Charlie cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lk.png.

This is your combo starter. Combo's easily into Sonic Booms, flash kicks, supers.

cr.Mp.png

A2 Charlie cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 6 7 6 +1 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Limited anti-air ability, better to stick with your other choices. Good to cancel into Sonic Boom for pressure or use in combos. Seems to have ok priority, slower compared to other character's cr.mp.

cr.Hp.png

A2 Charlie cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 6 1 -10 2/5/9 Mid.png -

Probably top ten useless normals in A2. It has ONE active frame. Looks like Guile's godly cr.fp from other games but gets beat by everything.

cr.Lk.png

A2 Charlie cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 0 0/1/2 Low.png Specialcancel.png
Supercancel.png

Cancels easily into booms and supers. Decent range, good to walk up and poke with this.

cr.Mk.png

A2 Charlie cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 1 6 5 -3 1/3/6 Low.png -

His best ground all-purpose poke. Great range, speed, and hits low. Quite annoying when playing a Charlie player because this move can very effectively keep you out due to its range.

cr.Hk.png

A2 Charlie cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2] 8 10 4 -9 2/5/9 Low.png Softknockdown.png

Slow start and long recovery. Mainly for long range punishes.

Neutral Jumping

nj.Lp.png

A2 Charlie nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 4 10 - 0/1/2 High.png -

nj.Mp.png

A2 Charlie nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 10 8 - 1/3/6 High.png -

nj.Hp.png

A2 Charlie nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 8 7 6 - 2/5/9 High.png -

nj.Lk.png

A2 Charlie nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 Charlie nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 9 8 - 1/3/6 High.png -

nj.Hk.png

A2 Charlie nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 8 7 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Charlie dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 4 10 - 0/1/2 High.png -

dj.Mp.png

A2 Charlie dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 10 8 - 1/3/6 High.png -

dj.Hp.png

A2 Charlie dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 8 7 6 - 2/5/9 High.png -

His best air-to-air, this move is great, good priority, speed, and if done close as an air-to-air you get a throw.

dj.Lk.png

A2 Charlie dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 4 10 - 0/1/2 High.png -

dj.Mk.png

A2 Charlie dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 9 8 - 1/3/6 High.png Cross-up

Great range on this jump-in and an amazing cross-up.

dj.Hk.png

A2 Charlie dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 1 7 6 - 2/5/9 High.png -

Great jump-in, good priority, awesome angle and amazing range.

Command Normals

Spin Back Knuckle
F.png + Hp.png

A2 Charlie f.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 10 13 6 -5 2/5/8 Mid.png -

This normal is best used as a anti-jump. Good in the corner when doing Sonic Boom pressure, toss it out if you think they will try to jump out of the corner.

Jump Sobat
Overhead
B.png/F.png + Mk.png

A2 Charlie f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 6 29 4 -7 1/3/6 High.png Lowerbodyinv.png
  • Punishable on hit.

Slow overhead that's unsafe even on hit. Use at max range to be left at a safer distance.

Step Kick
B.png/F.png + Hk.png

A2 Charlie f.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 8 14 4 -4 2/5/9 Mid.png -

This is his forward moving hop kick. Good range, but slow in this game. Very useful for moving forward after a sonic boom.

Normal Throws

Dragon Suplex
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Charlie ThrowRange.png
A2 Charlie PThrow 1.png
A2 Charlie PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals full damage even when opponent tech throws.
  • Charlie has below average throw range (Alpha2ThrowRanges).

Knee Gatling
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 Charlie ThrowRange.png
A2 Charlie KThrow 1.png
A2 Charlie KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0]+1xN = 12-16 0 1 N/A N/A -/-/3 N/A Throw.pngMash.png
Hardknockdown.png
  • Mashable throw from both sides to add or reduce the number of hits. With a min of 2 and a max of 6 hits.
  • Does not side switch.
  • Deals 11 damage when opponent tech throws.
  • Charlie has below average throw range (Alpha2ThrowRanges).

Flying Buster Drop
Air Throw
(in air)B.png/F.png + Mk.png/Hk.png

A2 Charlie AirThrowRange.png
A2 Charlie AirThrow 1.png
A2 Charlie AirThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[0] 0 1 N/A N/A -/-/5 N/A Airthrow.png
Hardknockdown.png
  • Does not side switch.
  • Deals full damage even when opponent tech throws.

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Charlie PAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[1] 8 19 6 +3 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Sends the opponent flying 3/4ths screen.

The slowest AC in the game. Can't think of a time when it should ever be used over Kick AC.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Charlie KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 8 9 4 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Slower than most ACs in the game, but still better in every way to his Punch AC. It's good for ground attacks and can act as an anti-air. It's hard-knockdown sets up for a great ambiguous cross-up Mk.png.

Special Moves

Sonic Boom
Fireball
B.png(charge)F.png + P.png

A2 Charlie Boom 1.png
A2 Charlie Boom 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 11[6], 9[6] 1, 1 9 3(0)inf -1 5/6/8 Mid.png Proj.png
Mp.png 12[7], 10[7] 1, 1 9 3(0)inf -1 5/6/8 Mid.png Proj.png
Hp.png 13[9], 11[9] 1, 1 9 3(0)inf -1 5/6/8 Mid.png Proj.png

The best fireball in terms of start up and recovery, and a key part of zoning and pressure with Charlie. This is very hard to punish and with good charging techniques you can keep up a while in a fireball war vs. Shotos. This isn't as good as later games since at point blank it doesn't leave you with frame advantage, but still allows for combos from certain ranges.

  • Requires a charge time of 60 frames.

Lp.png

  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png


Hp.png

  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Somersault Shell
Flash Kick
D.png(charge)U.png + K.png

A2 Charlie FlashKick 1.png
A2 Charlie FlashKick 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 17[7], 17[7] 8, 8 5 5(0)1 -31 9/12/16 Mid.png Startupinv.pngUpperbodyinv.png
Lowerbodyinv.pngSoftknockdown.png
Mk.png 18[8] 10 5 9 -36 9/12/16 Mid.png Startupinv.pngLowerbodyinv.png
Softknockdown.png
Hk.png 17[10], 5[10], 5[10] 6, 6, 6 5 4(0)4(2)2 -31 9/9+3 per hit/9+7 per hit Mid.png Startupinv.pngLowerbodyinv.png
Softknockdown.png
  • Requires a charge time of 60 frames.
  • Unscaled damage in CC.

Lk.png - [Hitboxes pictured]

  • 4 frames of startup invul; 0 of which while active; followed by 2 frames of upper invul.; followed by lower invul.
  • Hits 1 time max.

One of the best anit-airs in the game, easily beating jump-ins. But can be CC'd through and punished.


Mk.png

  • 4 frames of startup invul; 0 of which while active; followed by low invul.
  • Punishable on hit.

Best used against grounded opponents at mid range or up close, otherwise the second hit will miss and not knock down the opponent. Can be punished on hit with quick rise CC by characters that have CC starters that can reach.


Hk.png

  • 4 frames of startup invul; 0 of which while active; followed by low invul.
  • Hits 2 times max.
  • Punishable on hit.

Best used against grounded opponents up close. Can be punished on hit with quick rise CC by characters that have CC starters that can reach.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Sonic Break
Sonic Boom Super
B.png(charge)F.pngB.pngF.png + P.png, (tap)P.png

A2 Charlie BoomSuper 1.png
A2 Charlie BoomSuper 2.png
A2 Charlie BoomSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
[17[12], 17[12]] per boom [1, 1] per boom 5+0 [3(0)inf] per boom -35, -1 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
[15[12], 15[12]] per boom [1, 1] per boom 5+0 [3(0)inf] per boom -35, -31, +3 0/0/0 Mid.png Startupinv.png
Proj.png
Level 3
3p.png
[16[12], 16[12]] per boom [1, 1] per boom 5+0 [3(0)inf] per boom -35, -31, -21, -2 0/0/0 Mid.png Startupinv.png
Proj.png

Very useful super since it seems the first sonic boom comes out no matter what, which means at worst it will trade making it a very reliable AA. As far as chip goes, I would just CC. Good to push opponents back, you can delay booms by spacing the punch input.

  • Requires a charge time of 60 frames.
  • Press any punch to throw additional booms.
  • Cannot be air blocked.

Level 1 - [Hitboxes pictured]

  • 4 frames of startup hit invul.; 0 of which while active.
  • 8 frames of startup projectile invul.
  • Throw up to 2 booms.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 11 frames of startup projectile invul.
  • Throw up to 3 booms.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 14 frames of startup projectile invul.
  • Throw up to 4 booms.

Crossfire Blitz
Kick Super
B.png(charge)F.pngB.pngF.png + K.png

A2 Charlie KickSuper 1.png
A2 Charlie KickSuper 2.png
A2 Charlie KickSuper 3.png
A2 Charlie KickSuper 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
10[13], 8[13], 6[13], 6[0] 0x4 6+0 3(4)4(16)2(10)3 +4 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
10[13], 8[13], 6[13], 6[13], 9[13] 0, 0, 1x3 6+0 3(4)4(16)2(6)6(14)4 -3 0/0/0 Mid.png Startupinv.png
Level 3
3k.png
15[13], 12[13], 7[13], 7[13], 9[13], 12[13] 0x4, 1, 1 6+0 3(4)4(16)2(6)6(12)4(10)8 -11 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

This is the super you want to combo into, decent damage and combos off of light attacks at any level.

  • Requires a charge time of 60 frames.

Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 0 of which while active.
  • 5 frames of startup projectile invul.
  • Hits 4 times.

If done in the corner, can be followed up with Somersault Justice.


Level 2

  • 5 frames of startup hit invul.; 0 of which while active.
  • 5 frames of startup projectile invul.
  • Hits 5 times.

Level 3

  • 5 frames of startup hit invul.; 0 of which while active.
  • 5 frames of startup projectile invul.
  • Hits 6 times.

Somersault Justice
Flash Kick Super
Db.png(charge)Df.pngDb.pngUf.png + K.png

A2 Charlie FlashKickSuper 1.png
A2 Charlie FlashKickSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
8[14], 5[14], 3[14], 7[14], 3[14], 3[14] 0x3, 1x3 6+0 14(16)14 -24 0/0/0 Mid.png Startupinv.pngLowerbodyinv.png
Hardknockdown.png
Level 2
K.pngK.png
11[14], 8[14], 4[14], 10[14], 4[14], 4[14] 0x3, 1x3 6+0 14(16)14 -39 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
13[14], 8[14], 8[14], 12[14], 7[14], 4[14], 10[14], 3[14], 3[14] 0x6, 1x3 6+0 14(16)14(16)14 -39 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

The motion gives a lot of people trouble though. I find the best way to do super Flash Kick type motions is to charge Db.png, then do a Tkb.png + K.png. When comboed you usually miss hits making it weaker to combo into than Blitz after a cross-up, but looks better. Unless going for chip or style points, stay away from this super unless comboing from a jump in (which gets all the hits).

  • Requires a charge time of 60 frames.
  • The last input can be any up direction (Ub.png, U.png, or Uf.png).

Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 0 of which while active.
  • 9 frames of startup projectile invul.
  • Hits 6 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 13 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 9 times.

The Basics


What does Charlie want?

Shades of Guile, Charlie Nash wants to set the pace.

In a vacuum, Alpha 2's zoning shouldn't be that good. Chip is relatively low, projectiles are nerfed, and Custom Combos counter typical keep away strategies. Charlie, like Rolento, is a dangerous outlier.

Charlie has fast disjointed normals, an incredible projectile, Sonic Break, and among the best anti-airs in the game. While Sonic Boom can keep up with fireballs, Charlie shines when he's poking and baiting his opponent into mistakes at midscreen. Exclusively using Flash Kick as an Anti-Air isn't just inefficient, it's unrealistic. Opponents have other methods of approach, and every jump with meter can be a deadly CC activation. 5MP xx Meaty Sonic Boom, 5MK or 5HK are all great options.

Charlie absolutely crushes impatient opponents. Your job is to get them there.

Charge Techniques

This section is important to learn fo any SF game, if you use a charge character. This is quick charging, the most effective way to maximie your charge time. Perform every sonic boom in this way:

charge b-f-b+p

Instead of the normal motion you execute the sonic boom ending in back+punch. This allows you to start harging for the next boom immeadiately after throwing he next one.

Sonic Boom, Sonic Boom, *pause* Sonic boom...

Using the quick charge technique explained earlier, this can be very effective versus some characters. As soon as they block a boom throw another one, use different speeds. Just keep booming as fast as possible, you are doing it right if as soon as a Sonic Boom is blocked, one is coming out. this builds meter very quickly and can force your opponent to jump, eating a CC. When they get jump happy, ocassionally pause, if they jump, CC, normal AA, or Flash kick. Rinse repeat.

Patternizing: A no-no

Alot of Charlie players I noticed will patternize a hell of a lot more than with other characters. 80-90% of them will boom after a c.mk. Don't do that shit. Mix up your poke string as well as you can, otherwise you are gonna get countered easily. Ever play someone and kick their ass, but about 3-4 matches down the road you are having a hard time or losing? You are probably doing a lot of patterns they caught on to. Like in the corner, you throw a sonic boom, most people follow up with a c.MK or c.RH. They almost always do. They other options they had were:

  1. Throw another sonic boom
  2. nothing, punish jump attempt or cc a dp atempt
  3. walk up throw
  4. f+fp to punish jumpers
  5. Jump-in and start another poke string.
  6. f+rh to punish mashers

Now the situation is gonna dictate the action, but its better than just c.MK or c.RH. You are just gonna get AC'd. Mix it up.

Advanced Strategy


Sonic boom, SOMERSAULT!!!

This way of performing a sonic boom allows for the execution of a flash kick about a tenth of a second later after throwing the boom. You can actually flash kick while the boom is on screen. Perform it in this way:

charge b-f-b-db-d-df+lp

So after charging you go foward, back, then roll to down foward+lp. Hit up and kick a tenth of a second later and a flash kick will come out. neat huh?

Combos


All these can be done after a cross up MK:

  • cr.LP x2, cr.LK xx Sonic Soom
  • cr.LP, cr.LK xx MK Flash Kick
  • cr.LP x2, cr.LK xx any level Sonic Blitz (or Somersualt Justice)

Custom Combos


Level 1

  • cr.HK xx LK Flash Kick, HP Sonic Boom xx HK Flash Kick
  • cr.HK xx HK Flash Kick x2

For chip and/or block:

This CC is really good because you can walk behind these unlike other chip ccs. Walk behind these and go for a counter hit, overhead, or throw. Make sure to start out with c.rh, cause if they do get hit they get juggled.

  • cr.HK xx lp sonic boom x4

Level 2

cr.HK xx hk flash kick x 3

Level 3

  • cr.HK xx LK Flash Kick x3, MK Flash Kick, HK Flash Kick
  • cr.HK xx LK Flash Kick, HK Flash Kick x3

Anti-Air Custom Combos

Now these are very important, specifically to punish people who look to jump after a sonic boom, also allow you to walk after a boom and punish hard, since they arent worried about a charged flash kick. Now in most cases they can jump to where if you try to AA you will get beat, mainly wen theyare looking to jump immediately after a boom. That when you hit'em with AA CC.

Activate:

  • s.MP if they are higher up (into any level ground CC)
  • cr.LP if they are lower to the ground (into any ground CC)

Now hit them with this a couple times and Im sure they will think twice about jumping

Charlie: lvl 1- c.rh xx lk fk, hp sb, hk fk

lvl 1- c.rh xx hk fk x2

lvl 2- c.rh xx hk fk x3

lvl 3- c.rh xx hk fk x2, lk fk, hk fk

lvl 3- c.rh xx lk fk x3, mk fk, hk fk

Match-ups


A2 Icon Adon.png Vs. Adon:

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A2 Icon Akuma.png Vs. Akuma:

For akuma’s air fireball, try jumping straight up and hitting akuma with forward or fierce. you should be able to s. shell his jump in fierce. if you want to do more damage, try doing cc that goes something like s. strong, repeated short s. shells. it does good damage. you can also custom through his air fireball(also ground fireball if you have at least lv. 2). charlie has lots of anti airs like standing strong, standing forward, standing roundhouse, or jump up fierce. if you try to punch alpha counter with charlie, make sure the jump in isn’t really deep. otherwise, the alpha counter will whiff. i like to use standing forwards and roundhouse as anti air. and another thing, watch out for smart opponent who like to jump in custom. they will try to mistime their jump to tempt into s. shell so they can custom through and hurt you. if you smell a custom, let them waste their whole meter.

A2 Icon Birdie.png Vs. Birdie:

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A2 Icon Charlie.png Vs. Charlie-Nash (mirror):

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A2 Icon ChunLi.png Vs. Chun-Li:

Chun-Li vs. Charlie is what you call a total mismatch. Charlie can’t jump against Chun, he gets out projectiled, don’t even compare CCs, and Chun li can jump in on Charlie when he sonic booms from fair distance without being punished. You can try forward shell kick to beat her ground moves and never jump on her. Against Chun, you should try to build up to level 3 so you can CC through her Kikoken. I cannot stress enough not to jump against Chun. She will keep you away with kikokens and if you do jump, just jump straight up or just block. You are going to lose if you keep jumping against her because she can and will counter you cleanly everytime by low roundhouse.

A2 Icon Dan.png Vs. Dan:

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A2 Icon Dhalsim.png Vs. Dhalsim:

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A2 Icon Akuma.png Vs. Evil Ryu:

Against shotos, just sit back and throw sonic booms all day and try to hit them with sonic break super when they fireball. If they do close fireball, just block and alpha counter it to push them back. If you manage to kick AC, always follow up with jump forward cross-up into a combo/throw attempt. Sometimes if you see a fireball coming from long range, jump in with roundhouse. It has a long reach, charlie loses when either he starts jumping carelessly or if you let shotos cross you up all over. So just keep them out!

A2 Icon Gen.png Vs. Gen:

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A2 Icon Guy.png Vs. Guy:

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A2 Icon Ken.png Vs. Ken:

Against shotos, just sit back and throw sonic booms all day and try to hit them with sonic break super when they fireball. If they do close fireball, just block and alpha counter it to push them back. If you manage to kick AC, always follow up with jump forward cross-up into a combo/throw attempt. Sometimes if you see a fireball coming from long range, jump in with roundhouse. It has a long reach, charlie loses when either he starts jumping carelessly or if you let shotos cross you up all over. So just keep them out!

A2 Icon Bison.png Vs. M. Bison (dictator):

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A2 Icon Rolento.png Vs. Rolento:

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A2 Icon Rose.png Vs. Rose:

The way Charlie can counter Rose’s low strong is either kick AC or push CC after Rose misses. I think CCing her whiffed low strong is the key. Rose doesn’t have too many ways to reverse AC except her soul spark super. Her standing forward is resilient towards a lot of ground based kick ACs such as Ryu’s and Charlie’s because when she does her standing forward, she is off the ground (similiar to Birdie’s low forward).

Rose can basically stand at Charlie’s face and absord sonic booms or punch AC when Charlie sticks out something. Or she can just low strong when she wants to play conservative. If charlie jumps in, Rose can low fierce xx lv. 1 aura soul throw. Or push illusion and as Charlie jump in, do her slide so that Charlie lands on it then low fierce into roundhouse drill. Ouch?

Obviously, this is a fight where Rose is clearly at an advantage. There are some thing that Charlie can do.

CC her whiffed low strong. This is hard but this will greatly increase your chances. Or simply walk within her range and try to kick AC her. If Rose just sits there, Rose is probably waiting for a chance to punch AC…a throw attempt might be useful at close range. You must try to beat the low strong which is difficult for Charlie.

Jump in with CC through her low fierce.

Sonic break super when you think Rose will try reflect so that she gets hit by 2nd sonic boom. If she ever misses a reflect in close range, CC her immediately.

kick AC her illusion powered drill on the last hit. then try for a cross up combo/cheap. if you do it too early, you will trade hits.

A2 Icon Ryu.png Vs. Ryu:

Against shotos, just sit back and throw sonic booms all day and try to hit them with sonic break super when they fireball. If they do close fireball, just block and alpha counter it to push them back. If you manage to kick AC, always follow up with jump forward cross-up into a combo/throw attempt. Sometimes if you see a fireball coming from long range, jump in with roundhouse. It has a long reach, charlie loses when either he starts jumping carelessly or if you let shotos cross you up all over. So just keep them out!

A2 Icon Sagat.png Vs. Sagat:

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A2 Icon Sakura.png Vs. Sakura:

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A2 Icon Sodom.png Vs. Sodom:

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A2 Icon Zangief.png Vs. Zangief:

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Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief