Street Fighter Alpha 3/Charlie

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Introduction

Charlie was rumored to have gone AWOL after the events of Street Fighter Alpha 2, but in fact was furthering investigations of Shadaloo and their connections to military corruption, the drugs market and other criminal activities with his forces.

Pros Cons
  • Incredibly safe neutral
  • One of the most oppressive corner traps in the game
  • Very high guard crush potential with boom loops and f. RH
  • f. FP controls a ton of horizontal space
  • Booms are great at limiting the opponent's options and are difficult to react to
  • Only character in the game with a forward dash. Great for pressuring after booms.
  • Great customs with good meter build setups post-VC
  • Punch grab and punch air throw both do full damage on tech
  • Whiff grab recovers much faster than other characters
  • Sobat is OTG during the animation and can crush/dodge lows
  • Most supers are safe on block
  • Flashkick is air blockable
  • Reactive anti-air isn't as strong as it initially appears, since c. FP has poor priority and must be done incredibly early
  • Low damage on booms
  • Mediocre activation range on the ground
  • Has problems with characters that can reliably go under booms


Charlie
SFA3 Charlie Art.png
Character Data

Introduction

SFA3 charlie face.png

Moves List

Ground Normals

  • Standing Jab:
Damage 5 Nash st lp.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/6
Block Stun +4
Hit Stun/Counter Hit +5/+10
  • Far Standing Strong:
Damage 13 Nash far st mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/4/17
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Close Standing Strong:
Damage 13 Nash close st mp.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/4/16
Block Stun -1
Hit Stun/Counter Hit 0/+4
  • Far Standing Fierce:
Damage 15 Nash far st hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/4/25
Block Stun -6
Hit Stun/Counter Hit -5/Launch
  • Close Standing Fierce:
Damage 16,15 Nash close st hp.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/4/28
Block Stun -9
Hit Stun/Counter Hit -8/Launch

2nd part can be special canceled in V.

  • Standing Short:
Damage 5 Nash st lk.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/3/13
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Far Standing Forward X,Z:
Damage 12 Nash far st mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(AV)4(X)
Frame Count 10/5/17
Block Stun -3
Hit Stun/Counter Hit -2/+2

By doing back/forward + mk, you can get a version of this that moves in the respective direction, data and hitbox/hurtbox data is the same though.

  • Close Standing Forward:
Damage 12 Nash close st mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/2/28
Block Stun -11
Hit Stun/Counter Hit -10/-6
  • Far Standing Roundhouse A,X:
Damage 16 Nash far st hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 7/5/23
Block Stun -5
Hit Stun/Counter Hit -4/Launch

Can be done at any range with forward or back + hk, this is how the move is used in V.

  • Close Standing Roundhouse:
Damage 17 Nash close st hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 9/3/20
Block Stun +0
Hit Stun/Counter Hit +1/Launch
  • Crouching Jab:
Damage 5 Nash cr lp.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1(A)/3(XV)
Frame Count 3/4/6
Block Stun +4
Hit Stun/Counter Hit +5/+10
  • Crouching Strong:
Damage 12 Nash cr mp.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)/4(XV)
Frame Count 5/4/14
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Crouching Fierce:
Damage 15/14 Nash cr hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)/6(XV)
Frame Count 6/2/31
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Crouching Short:
Damage 5 Nash cr lk.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/9
Block Stun +1
Hit Stun/Counter Hit +2/+7
  • Crouching Forward:
Damage 12 Nash cr mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)/4(XV)
Frame Count 6/4/20
Block Stun -5
Hit Stun/Counter Hit -4/-0
  • Crouching Roundhouse:
Damage 15 Nash cr hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)/6(XV)
Frame Count 10/4/28
Block Stun -9
Hit Stun/Counter Hit Knockdown/Launch

Jumping Normals

  • Neutral Jump Jab:
Damage 7 Nash n j lp.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/6
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jump Strong:
Damage 13 Nash n j mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 6/8/20
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jump Fierce:
Damage 18 Nash n j hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/5/20
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jump Short:
Damage 8 Nash n j lk.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/10/20
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jump Forward:
Damage 12 Nash n j mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/6/8
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jump Roundhouse:
Damage 17 Nash n j hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/4/8
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jump Jab:
Damage 7 Nash d j lp.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/8
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jump Strong:
Damage 13 Nash d j mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 6/8/20
Block Stun N/A
Hit Stun/Counter Hit N/A

Appears to be the identical to neutral jump strong.

  • Diagonal Jump Fierce:
Damage 17 Nash d j hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 6/6/14
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jump Short:
Damage 6 Nash d j lk.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/8
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jump Forward:
Damage 6/12 Nash d j mk.png
Stun 2/4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1,A3/XV4
Frame Count 8/8/8
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jump Roundhouse:
Damage 16 Nash d j hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 7/6/8
Block Stun N/A
Hit Stun/Counter Hit N/A

Command Normals

  • Bazooka Knee:
Damage 8 Nash bknee.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit A4/V6/X0/X1
Frame Count V/A: 9/4/26
Block Stun -16
Hit Stun/Counter Hit -15/-10

A/V : Tap forward twice to dash,then press lk during the dash.
X : Back/Forward + lk.

Throws

  • Punch Throw:
Damage Nash pk throw.png
Stun
Chain Cancel
Special Cancel
Super Cancel
Meter on whiff/hit (A)(XV)
Frame Count
Block Stun
Hit Stun/Counter Hit
  • Air Punch Throw:
Damage Nash p air throw.png
Stun
Chain Cancel
Special Cancel
Super Cancel
Meter on whiff/hit (A)(XV)
Frame Count
Block Stun
Hit Stun/Counter Hit
  • Air KickThrow:
Damage Nash k air throw.png
Stun
Chain Cancel
Special Cancel
Super Cancel
Meter on whiff/hit (A)(XV)
Frame Count
Block Stun
Hit Stun/Counter Hit

The Basics

Which Ism?

A-Ism

Great supers add to his strong pressure, especially near the corner, but generally not worth giving up V-ISM options.

V-Ism

Recommended. Gains access to great customs, great meter build and some nice proximity normals.

X-Ism

Loses access to his dash and some of his best normals. Avoid.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

Akino (V-Charlie)

Dashipyon (A-Charlie)

Denpo (V-Charlie)

Gechena (V-Charlie)

Gunjin (A-Charlie)

Hani (A-Charlie)

Hide (V-Charlie)

Kasiwagi (V-Charlie)

Machi Nash (A/V-Charlie)

Makibi (A-Charlie)

Matsu (V-Charlie)

Morikawa (A/V-Charlie)

Mukai (A-Charlie)

Pine (V-Charlie)

Tenin (A-Charlie)

TOMA (V/A-Charlie)

VER (V-Charlie)

Waiting Nash (V-Charlie)

XIL (V-Charlie)

Yuk (V/A-Charlie)

North America

Alex Navarro / MiamiX-Alex (V-Charlie)

Haqq (A-Charlie)

John Choi (A-Charlie)

Xwell (A/V-Charlie)

Tank (A/V-Charlie)

Europe

@uile (V-Charlie)

Boom (V-Charlie)

Dum (V-Charlie)

iori0 (V-Charlie)

Leo (V-Charlie)

xpapis (V-Charlie)

Discussion

Sodom and Dhalsim are huge problem match-ups, since they can easily go under booms and punish.

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