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 |
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Introduction
Moves List
Ground Normals
- Standing Jab:
Damage | 5 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() | |
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 | ![]() | |
Stun | ||
Chain Cancel | ||
Special Cancel | ||
Super Cancel | ||
Meter on whiff/hit | (A)(XV) | |
Frame Count | ||
Block Stun | ||
Hit Stun/Counter Hit |
- Air KickThrow:
Damage | ![]() | |
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.