![]() ![]() ![]() | ![]() ![]() | Sonic Boom |
![]() ![]() ![]() | ![]() ![]() | Somersault Shell (Flash Kick) |
![]() ![]() | ![]() ![]() | Bazooka Knee |
![]() ![]() | ![]() ![]() | Dash |
![]() ![]() | ![]() ![]() ![]() ![]() | Somersault Justice |
![]() | ![]() ![]() ![]() ![]() | Sonic Break (press P for additional Sonic Booms) |
![]() | ![]() ![]() ![]() ![]() | Crossfire Blitz |
A good combo that works well in Alpha 3 is crossup j. forward, cr. jab, cr. short, roundhouse somersault shell. In alpha 2 if the somersault shell is 1 hit it doesn't knock down if you use roundhouse. But in alpha 3 the roundhouse shell knocks down even on 1 hit.
When your opponent is in the corner: Jump fierce, cr. jab, cr. short, buffer into a level 1 crossfire blitz, then immediately do a level 2 somersault justice.
---Ben Chen---
Air breaker (kick air throw) then juggle into crouching LP, end with a somersault shell. Style points.
---sCruB---
Charlie has a few good strategies... Standing fierce [HP] into flashkick [Somersault Shell] is decent air defense and does a nice chunk of damage. The flashkick also works well in combos, unlike in A2.
And here's a nice VC: In the corner, jump in fierce [HP], activate the VC, low strong [MP], low forward [MK], repeated flashkicks [Somersault Shells].
Guile had a simple combo which took off 40% of your life in Street Fighter 2 - now Charlie is able to pull off that same combo, though it is not as damaging: Jump in fierce [HP] "hold back while you're still in the air to charge", back fierce [HP], Sonic Boom [HP], "if the opponent's in the corner", forward fierce [HP].
And here's another good Charlie combo: Jump in roundhouse [HK], crouching strong [MP], Crossfire Blitz (preferably level 3).
---Eric---
Something new I like to do to get around someone that likes to air block my flash kicks. If they jump from far away I'll just do a stand forward info a roundhouse somersault shell.
---Ben Chen---
I've watched some very good Charlie players and noticed these basic strategies that they use. Against most non-projectile characters, you can just sit and turtle all day. Charlie is great against characters who don't have projectiles. But when your fighting shotos, your whole approach should be pressure, pressure, pressure. If you just sit and throw sonic booms, you die. Instead concentrate on pushing them into the corner. You can do this by relying on 2 basic moves. The sonic boom, and the standing jab. Throw a sonic boom, if they try to jump, either just standing jab, or do a quick jump fierce. A good combo is standing jab, then quick jump fierce. If they block, then just move in, and pressure them with more sonic booms, sweeps, the standing roundhouse, and more jabs. You can drain the opponents guard meter very quickly with Charlie. Don't rely too much on your flash kick. Just remember, rely on your jabs... it may be cheap, but it's the surest way to win.
---tehyang---
Charlie is slow but still good if you are patient. Always charge back\down instead of just back - that way you can perform either a Sonic Boom or a Flash Kick [Somersault Shell]. Never do the roundhouse [HK] Flash Kick if an opponent jumps at you, instead do the short [LK] version. Also, if you perform the Sonic Break from far away and the opponent jumps over the first fireball, time the second one to connect just before the opponent hits the ground - they can't block it then.
---Sid---
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